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4-Prototyping and Testing

The document discusses prototyping and testing, including defining prototypes, why prototypes are used, types of prototypes like low and high fidelity, guidelines for prototyping, testing prototypes, and tips for testing. An example is provided of prototyping a time management tool for a student using calendars, to-do lists, and a quadrant model to categorize tasks.

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0% found this document useful (0 votes)
29 views

4-Prototyping and Testing

The document discusses prototyping and testing, including defining prototypes, why prototypes are used, types of prototypes like low and high fidelity, guidelines for prototyping, testing prototypes, and tips for testing. An example is provided of prototyping a time management tool for a student using calendars, to-do lists, and a quadrant model to categorize tasks.

Uploaded by

0gouthamtg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Module-4

Prototyping and Testing


Prototype
• “People don't know what they want until you show it to them”-
Steve Jobs
• Prototyping is the shorthand of innovation
• A prototype is a draft version of a product that allows designers to
explore ideas and show the intention behind a feature or the
overall design concept to users before investing time and money
into development.
• Representation of Conceptual design for users and designers, and
other stakeholders to interact with
• A simulation or sample version of a final product, which is used
for testing prior to launch
Why Prototype
• Communicate & discuss ideas with stakeholders.
• Develop requirements and specifications.
• Learning and problem solving
• Evaluate interface effectiveness for communicating
conceptual models.
• Further Develop conceptual and physical design
• Save time and money.
Qualities of Prototyping
Quality Description

Representation This form of the prototype is mainly structured for


presentation and keynote uses. That may be a paper-pen,
digital or code
Precision The fidelity of the prototype is defined here. It explains the
level of details, realism, and final design. Such as Low-fidelity
and high-fidelity.
Interactivity The functionality opens for the user. i.e fully functional,
partially functional or no interactions at all
Evolution The life cycle of the prototype. some are built to re iterate and
re- iterate until it is precisely done, and some are just designed
and thrown it away after the certain outcome is made.
Guidelines for prototyping:
ØTake the first step and start to build the prototype. Do
not procrastinate.
ØDo not waste too much of time on building a single
prototype.
ØThe prototypes must be built with the end user in
mind.
ØThe prototype must not be a mere piece of trash; it
must create an experience for the user
Prototype Forms
ØPaper
ØCardboard
ØFoam
ØSoftware
ØVideo
ØClay
ØWebsite
ØSketches
ØScripts
Øindex cards
Type of Prototypes
Prototypes are of two types.
(i) Low- Fidelity prototype
(ii) High-Fidelity prototype

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

• Idea-1: for prototyping


• Use calendars and to do list to keep a track of his classes, assignments,
internship slots, project work and work accordingly.
Tools used for this idea
Testing the prototype
• The student was explained the prototype and its working.
• He is allowed to install the applications and log in
• He is asked to enter all the relevant information of the class
hours, assignments, internship timings and project
information.
• Every activity he has to follow according the calendar and
prepare day-wise report on his observations.
• A MOCK time management model defining his tasks
Observations
Quadrant of tasks
URGENT
1 2
URGENT IMPORTANT
IMPORTANT NOT URGENT
IMPORTANT

Do it immediately Do it when required


4 3
URGENT NOT IMPORTANT
NOT IMPORTANT NOT URGENT

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.

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