This is a slide presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
4. A prototype is not the actual product
that is ready for the prime time and
certainly not something the company
would try to sell and stand behind.
But it is intended to learn fast and
cheap.
10. Paper
● Focus on function and system rather than beauty
● Static, with minimal visual aesthetics
● Rough sketches is ok
11. Pros
● Fastest and cheapest
● Least effort
● The most flexible
● Less precise
● Can't present it’s actual
experience
● Limits user interaction
Cons
12.
13. Digital
● Closest to resemblance its final form
● Can be interactive
● Added visual aesthetics through colors, typography, etc
eg. InVision, Marvel, Sketch, Figma, XD, Axure, Balsamiq, Principle, Flinto, and Protopie
14. ● Precise and attractive
● More adaptive to change
● Coherent
Pros
● Slow and costly
Cons
15.
16. Coded
● So realistic, (technically) close to final production app
● They have numerous advantages, yet costly
eg. HTML - Framer JS
17. Pros
● I’d say, super realistic
● Robust
● Extra efforts needed
● Limits creativity
● Any changes will cost you even
more
Cons
18.
19. How do you select which fidelity level
to prototype on?
21. ● Involve all the team members and stakeholders
● Avoid "lorem ipsum" and "John Doe"
● If you’re making a digital or coded prototyping, make it realistic so they
can compare it to the final production
● Actual users = less biases
23. 1. Diving into the first good idea
2. Falling in love with your prototype
3. No purpose
4. Feeling down with the failed prototype
5. Seeing prototype as a waste of time
6. Selecting wrong fidelity of prototype
25. Things to measure
● Effectiveness - can users complete tasks, achieve goals with the product,
i.e. do what they want to do?
● Efficiency - how much effort do users require to do this? (often measured
in time)
● Satisfaction - what do users think about the products ease of use?