This document provides an introduction to prototyping. It defines prototyping as creating draft versions of a product to explore ideas and communicate designs before development. It discusses different types of prototypes including paper, low-fidelity and high-fidelity. The prototyping process generally involves planning, implementation, testing, and learning phases. Low-fidelity prototypes can be created quickly using tools like Balsamiq, while high-fidelity prototypes use tools like InVision to create interactive clickable prototypes. The goal is to learn about problems and gather user feedback before investing in development.
2. Learning Objectives
‣ Understand the different types of prototypes (paper,
low-fidelity, high-fidelity)
‣ Identify and describe tools for prototyping and
prototyping phases
4. Prototyping!
/prōtə,tīp,iNG/!
!
A prototype is a draft version of a
product that allows you to explore
your ideas and show the intention
behind a feature or the overall
design concept to users before
investing time and money into
development.
5. –Todd Zaki Warfel
“Prototypes are about show and tell. They’re a
visual way of communicating the design of a
system. First and foremost, they communicate
your design.”
6. “People think it’s this veneer-
that the designers are handed
this box and told, ‘MAKE IT
LOOK GOOD!’ That’s not what
we think design is. It’s not just
what it looks like and feels like.
DESIGN IS HOW IT WORKS."
- Steve Jobs
7. “Prototypes are different from
mockups. They don’t focus on
the solution, but on
understanding the problem.
They ask the question, “What
happens when we try this?”
Maybe we learn it’s the right
idea, but more likely we learn
something about the problem
we didn’t know before.”
-Jared Spool
11. Set Expectations
Be specific: !
State exactly what the prototype needs to
accomplish. What are you aiming to test or validate?
!
Build something actionable:!
We want to build something that matches our goals,
budget, and time frame.
14. 3
Measurement Phase. !
!
The design team collects useful information
from usability testing. It can be quantitative
or qualitative. The team is collecting
information to help guide future decisions.
15. 4
Learning Phase !
!
The team takes a step back and asks, “What
have we learned from this prototype?” It’s here
that they talk about how the new information
will guide what they do going forward.