UI-UX Module 4-1
UI-UX Module 4-1
Prototyping
Prototyping is a kind of implementation, design.
Prototyping in practice often overlap and occur simultaneously.
A Prototype in that sense is a design representation
DEPTH AND BREADTH OF A PROTOTYPE
The idea of prototypes is to provide a fast and easily changed
early view of the envisioned interaction design. So a prototype
must be something less than the real system.
The choices for your approach to prototyping ,are about how to
make it less. Achieved by focusing on less than full fidelity of
details.
Horizontal vs. Vertical Prototypes
Horizontal prototype provides an overview where you can base a
top-down approach.
A horizontal prototype is effective in demonstrating the product
concept and for conveying an early product overview to
•managers
•customers
•users
but, because of the lack of details in depth, horizontal prototypes
usually do not support complete workflows and are less realistic.
Horizontal vs. Vertical Prototypes
A vertical prototype allows testing a limited range of features.
We call the small area where horizontal and vertical slices intersect a
“local prototype” because the depth and breadth are both limited to
a very localized interaction design issue.
A local prototype is used to evaluate design alternatives for particular
isolated interaction details, such as the
Appearance of an icon,
Wording of a message, or
Behavior of an individual function.
Local Prototypes
Separate window
FIDELITY OF PROTOTYPES
Low fidelity
Low-fidelity prototypes are not faithful representations of the details of
look, feel, and behavior, but give more abstract impressions of the
intended design
High-Fidelity Prototypes
High-fidelity prototypes are more detailed representations of
designs, including details of appearance and interaction behavior.
Pilot test your prototype to be sure that it will support all your
benchmark tasks.
FOUNDATIONS FOR SUCCESS IN SE–UX DEVELOPMENT
1.Communication
Communication is important between SE and UX roles to have
activity awareness about how the other group’s design is
progressing,
what process activity they are currently performing,
what features are being focused on,
what insights and concerns they have for the project,
what directions they are taking, and so on.
2.Coordination
When the two lifecycle concepts applied in isolation, the
resulting lack of understanding between the two roles often leads
to working without collaboration and coordination.
Without collaboration, each project group reports its results in
documentation not usually seen by people in the other lifecycle.
Each uses those results to drive only their part of the system design
and finally merge at the implementation stage.
3. Synchronization
•Each task in the task analysis on the UX side implies the need for
corresponding functions in the SE specifications
THE CHALLENGE OF CONNECTING SE AND UX
1. User Interaction Design, Software and Implementation