Prototyping

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low fidelity

prototype that does not look very much like the final product

high fidelity

prototype that is useful for selling ideas to people and for testing out technical issues

high fidelity

prototype that looks a lot more like the finished product, using materials expected to be in the final product

realistic setting

prototypes allow stakeholders to interact with an envisioned product to gain experience of using it in a __________

requirements

prototypes can clarify __________

feasibility

prototypes can test out the __________ of an idea

low fidelity

prototypes that are especially useful during early development

vertical prototyping

prototyping providing a lot of detail for only a few functions (depth)

horizontal prototyping

prototyping providing a wide range of functions with little detail (breadth)

simulate scenarios

PalmPilot prototype allowed creator to __________ of use

types of prototypes

low fidelity high fidelity

simple, cheap, quick

low-fidelity prototypes are useful because they tend to be __________, __________ and __________ to produce

high fidelity

prototype downsides that include taking long to build, reviewers comment on superficial aspects, and developers are more reluctant to change something after working on it for hours

low fidelity

prototype downsides that include the device not actually working and designing something that isn't technologically feasible

prototype

a limited representation of a design that allows users to interact with and explore suitability

prototype

can be paper-based outline of screens 3D paper and cardboard mockup simple stack of screen shots

breadth; depth

common compromises that often must be traded against each other are __________ of functionality vs __________ of functionality

storyboarding

consists of a series of sketches or screenshots showing how a user might progress through a task using the product under development


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