4-Prototyping and Testing
4-Prototyping and Testing
Low-Fidelity Prototype
ØLow-Fidelity prototyping is intended to provide designers with Basic model or example of
the product that requires testing.
ØLow-Fidelity means that the prototype does not have a lot of detail, no images, or colors.
ØA low-fidelity prototype it can be inexpensive, quick, and simplified version of what the
final product will be.
ØThe low-fidelity prototype-Known as low-tech, low-fi or lo-fi prototype, is a semi-finished
prototype that focus on function, structure, process, and provides the simplest framework
and elements of web/app.
ØIt can even be constructed using materials such as wood, paper, and metal that are not
intended to be used for the finished article.
High-Fidelity Prototype
ØA high-fidelity (sometimes referred as high-fi or hi-fi) prototype is a computer-
based interactive representation of the product in its closest resemblance to the
final design in terms of details and functionality.
ØThe high in high-fidelity refers to the level of comprehensiveness that allows
designers to examine usability question in detail and make conclusions about the
user behaviour.
ØHigh-fidelity prototypes appear and function as similarly as possible to the actual
product.
ØTeams usually create high-fidelity prototypes when they have a solid
understanding of what they are going to build, and they need to either test it with
real users or get final-design approval from stakeholders.
Testing
• "Good judgement comes from experience. Experience comes from bad
judgement”-Will Rogers
• In the testing phase, Design thinking teams tests prototyped solution with users
representing the target personas.
• Testing a prototype is saving the cost significantly.
• The testing phase allows the designers to gain the feedback and insights that may
not be possible without testing their prototypes.
• Through these tests, designers will be able to identify aspects of their prototype
that did not work well, or the end user did not find the functional or pleasing.
• These failures give the designers the opportunity to fix and improve the aspects of
their prototypes.
• There are multiple levels of testing among that usability is one of the tests. Eg: A
coffee vending machine is tested to make a cup of coffee.
Tips for prototype testing
• Offer multiple prototypes for comparison.
• In addition to the very promising ideas, designer can also
deliberately create prototype for an idea that would exclude
inefficiency.
• Ask for feedback without comment. Each evaluation on
designer part can influence the assessment of the customer.
• Ask the customer to suggest or implement changes to the
prototype.
Test Methods
Classical Test Methods are:
• Contextual Interview/ inquiry of Customer
• Interviews on neutral location
• User Observation techniques
• Phone interviews
• Video charts
• Instant messaging
• E-mails
• Online survey
• Focus groups/ customer Clinics/Usability-Test/Live testing
• Eye-Tracking systems
Test report
• The test report is especially important as this gives the input
for corrections.
• The test report should have the following fields.
• Feature code
• Test data
• Test case number
• The proficiency level of the user
• Result test case wise
Customer Feedback or Statements
• The customer’s statements on the following basic question are to
be analyzed.
• What was positively evaluated?
• What concerns arose
• What was a surprising message/action from the customer?
• Did emotions come up with the customer, if so what kind of
emotions?
• What suggestions were made?
• What insights and feedback do designer get for the idea
concept?
• What can be learned from this?
Example: Prototyping and Testing
• A smart intelligent hard working student of a reputed Engineering
college or B-School needs a way to manage time between studies and
work (attending classes, internship and projects)
• Think of ideas which can help him
Delegate it Dumpt it
Working of Prototype
• Use the grid for effective time management
• The tasks can be categorized as
• URGENT AND IMPORTANT
• URGENT AND NOT-IMPORTANT
• IMPORTANT AND NOT-URGENT
• NOT-IMPOTANT AND NOT-URGENT
• This model will help him to know where his time is getting
wasted and where he should make changes for effective time
management.
Observations using Quadrant principle
Conclusions
• Prototyping is the most effective technique to validate your assumptions,
learn more about your users, and develop your concepts.
• Prototypes might range from sketching on a paper to role-playing: anything
that allows you to put your ideas into action and put them to the test.
• Testing is frequently done in conjunction with prototyping, and when done
correctly, it may reveal a wealth of information about the user as well as
possibilities to improve your prototype and even the issue statement.
• When running tests, keep in mind the prototype, the context and scenario
you’re testing in, how you engage with the user, and how you monitor and
gather feedback.