Prototyping
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