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Today, we will discuss the fidelity of prototypes. Can anyone tell me what we mean by 'fidelity' in prototyping?
Is it how closely the prototype looks like the final product?
Exactly! Fidelity refers to the degree of resemblance to the final product. We categorize it into three main types: low, medium, and high fidelity. Let's start with low-fidelity prototypes. Can anyone give me an example of a low-fidelity prototype?
Maybe sketches or paper prototypes?
Great examples! Lo-Fi prototypes are quick and cheap, focusing more on layout and flow than on detail. Remember, 'Lo-Fi' is useful when we want to brainstorm quickly and keep things flexible. What's an advantage of using such prototypes?
They encourage brainstorming and focus on core functionality!
Right! Now, what could be a disadvantage of low-fidelity prototypes?
Since they lack realism, some users might struggle to visualize the final product.
Exactly! Moving on, what about medium-fidelity prototypes? What makes them different?
They are more detailed and can include some interactive elements?
Correct! Mid-Fi prototypes allow for a clearer representation of the interaction flow. Lastly, can someone summarize the types of fidelity again?
1. Low fidelity: sketches and wireframes. 2. Medium fidelity: clickable wireframes. 3. High fidelity: detailed interactive mockups.
Fantastic! Now letβs summarize today's key concepts on fidelity: Low-Fidelity is great for initial ideas, Medium-Fidelity for specific flows, and High-Fidelity for final details.
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Next, letβs explore the concept of scope in prototyping. What do you think we mean by scope?
Is it about how much of the prototype we are showing?
Exactly, scope refers to the breadth and depth of features presented in a prototype. Can anyone describe the differences between horizontal and vertical prototypes?
Horizontal prototypes show a wide range of features, but not in detail.
And vertical prototypes focus on a limited set of features in great depth!
Well said! Horizontal prototypes are useful for demonstrating overall flow while vertical prototypes allow for testing complex functions deeply. What would be a scenario where you might choose a horizontal over a vertical prototype?
Maybe when you want to explore many features for user feedback?
Excellent! Now, can anyone summarize the main points regarding scope?
1. Horizontal: broad range of features, limited depth. 2. Vertical: focused features with detailed implementation.
Great summary! Remember: 'Scope' helps us decide how to present our prototypes.
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Let's discuss how to choose the right type of prototype depending on our project needs. What factors should we consider?
We should consider the stage of development and the feedback we want.
Exactly! At initial stages, low-fidelity might be best for brainstorming, while high-fidelity is more suitable when we need specific user testing. Why do we need to match the prototype fidelity to the user testing goals?
If the prototype is too realistic, users might focus on minor details instead of functionality.
Absolutely! We want user feedback on functionality, so we tailor fidelity to avoid misleading impressions. Now, when creating a prototype, should we always aim for high fidelity?
Not necessarily. It depends on what we need from user feedback.
Precisely! We should select the prototype type based on our goals. Letβs summarize today: match the fidelity and scope to development stages and feedback requirements.
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Prototypes can be categorized based on their fidelityβranging from low to high fidelityβand their scope, either horizontal or vertical. Understanding these dimensions helps designers choose appropriate prototyping methods to effectively communicate ideas and gather user feedback.
Prototyping is a core practice in interactive system design, enabling early validation and refinement of design concepts. This section covers two primary dimensions of prototypes: fidelity and scope.
Prototypes can vary in fidelity, which refers to how closely a prototype resembles the final product:
- Low-Fidelity (Lo-Fi): Simple and inexpensive representations focusing on layout and basic functionality. Examples include sketches or wireframes, which promote brainstorming but lack realism.
- Medium-Fidelity (Mid-Fi): More detailed and interactive versions than Lo-Fi, such as clickable wireframes, allowing for testing specific user flows while still being relatively quick to create and modify.
- High-Fidelity (Hi-Fi): Closely resembles the final product, providing visual richness and interactivity. Examples include functional prototypes created with prototyping tools, offering a clear vision of the final product.
Prototypes can also be categorized by scope, which addresses the breadth and depth of features:
- Horizontal Prototypes: Focus on a wide range of features with limited depth, demonstrating overall navigation and functional areas of the system.
- Vertical Prototypes: Concentrate on a limited set of features but present them in detail, useful for exploring critical functionalities deeply.
These dimensions help guide designers in choosing suitable approaches for various stages of the design process.
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Prototypes can be categorized along various dimensions, primarily fidelity (how closely it resembles the final product).
Fidelity refers to how accurately a prototype represents the final product. There are three levels of fidelity: low-fidelity, medium-fidelity, and high-fidelity. Each serves different purposes in the design process, from basic layout concepts to near-final versions that include detailed visuals and interactions.
Think of a movie script. A low-fidelity prototype is like a rough draft that outlines the scenes without any dialogue, while a high-fidelity prototype is akin to a finished screenplay that has all the details and character nuances worked out.
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Low-Fidelity (Lo-Fi) Prototypes:
- Description: Simple, quick, and inexpensive representations. They focus on layout, flow, and basic functionality rather than visual details or precise interactions.
- Examples:
- Sketches/Paper Prototypes: Hand-drawn screens on paper, index cards, or whiteboards. Interactions are simulated by physically moving or drawing elements.
- Wireframes: Digital or hand-drawn structural representations focusing on content and functionality.
- Advantages: Quick to create and modify, encourages brainstorming.
- Disadvantages: Lacks realism, limited interactivity.
Low-fidelity prototypes are designed to quickly represent ideas without getting bogged down in details. They allow designers to focus on the overarching design and user flow rather than visual aesthetics. While they can foster creativity and rapid idea development, users may find it hard to envision the final product due to their simplistic nature.
Imagine brainstorming ideas for a new app on a napkin. Those quick sketches represent your thoughts and can spark conversation, but they wonβt show anyone how the app will actually work, just like low-fidelity prototypes.
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Medium-Fidelity (Mid-Fi) Prototypes:
- Description: More detailed than low-fidelity, often created using digital tools. They include more precise layouts, basic styling, and some interactive elements.
- Examples:
- Clickable Wireframes: Digital wireframes that allow users to navigate between screens.
- Greyscale Mockups: More visually refined wireframes that add shades of grey.
- Advantages: More realistic, allows for testing of specific interaction flows.
- Disadvantages: Requires more time to create, may distract users with unpolished visuals.
Medium-fidelity prototypes are a step up from low-fidelity designs as they incorporate more details and sometimes allow users to interact with them. This can help refine user flows and test how users navigate through the product. While they are more engaging than low-fidelity prototypes, they still might not be fully representative of the final product.
Consider medium-fidelity prototypes like a rough cut of a film. Itβs not the final version but gives a clear idea of what the film will look like and how the story flows, making it easier for testers to provide precise feedback.
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High-Fidelity (Hi-Fi) Prototypes:
- Description: Closely resembles the final product in terms of visual design and interactivity.
- Examples:
- Interactive Mockups/Demos: Created with specialized tools allowing for detailed design and complex interactions.
- Functional Prototypes/Proof-of-Concept: A partial implementation using real code.
- Advantages: Provides a clear vision of the final product, allows testing of specific visual and interactive details.
- Disadvantages: Time-consuming and costly to create, may lead users to focus on minor flaws.
High-fidelity prototypes are realistic versions of the final product that include most of the visual and interactive elements. They are usually built using advanced prototyping tools and can be used to conduct thorough usability testing. However, the detail can sometimes shift focus away from overall functionality to minor design flaws.
Think of high-fidelity prototypes as a dress rehearsal for a play. Everything is in place, and the actors are performing nearly as they would on opening night. The audience can give feedback on performances much like stakeholders can assess the prototypeβs functionality and design.
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Scope: Prototypes can also be categorized by scope, which refers to how much of the system is covered.
- Horizontal Prototypes (Breadth): Focus on showing a wide range of features but with limited depth.
- Vertical Prototypes (Depth): Focus on a limited set of features but implement them in great detail.
Scope refers to the breadth versus depth of features covered in a prototype. Horizontal prototypes exhibit a variety of features to explore overall functionality, while vertical prototypes dive deep into specific features, providing detailed insights and usability assessments. Each approach serves different design and testing purposes.
It's like exploring a buffet. A horizontal prototype lets you sample a bit from all dishes, giving you a taste of the variety, while a vertical prototype is like a detailed and rich full-course meal centered around one specific dish, allowing for an in-depth gastronomic experience.
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Key Concepts
Fidelity: The degree of resemblance a prototype has to the final product, categorized as low, medium, or high.
Low-Fidelity Prototypes: Quick and simple representations focusing on layout and functionality instead of detail.
Medium-Fidelity Prototypes: More elaborate prototypes which include some interactivity, facilitating user testing.
High-Fidelity Prototypes: Detailed and visually rich representations of the final product, often used in later testing.
Scope: The extent to which a prototype covers features, categorized as horizontal (breadth) or vertical (depth).
Horizontal Prototypes: Show a wide range of features with limited detail to demonstrate overall navigation.
Vertical Prototypes: Focus on a few features, implemented in great detail for in-depth exploration.
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A sketch of a mobile application demonstrates the overall layout and basic structure, serving as a low-fidelity prototype.
A clickable wireframe that enables users to navigate between screens simulates user interactions without full design implementation.
A fully functional web application that allows users to interact with complete features represents a high-fidelity prototype.
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Low-Fi prototypes, quick and spry, help us see ideas fly. High-Fi shows in colors bright, guiding users with pure delight.
Imagine a chef who wants to prepare a new dish. They first sketch out the recipe (Lo-Fi), then try cooking a small sample (Mid-Fi), and finally bake the entire dish beautifully for the guests (Hi-Fi). This process helps fine-tune the recipe.
F-H-S for prototyping: Fidelity levels - First is Low, Mid next, then High; Scope categories - Horizontal breadth and Vertical deep; Remember these to keep your prototyping neat!
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Review the Definitions for terms.
Term: Fidelity
Definition:
The degree to which a prototype resembles the final product, ranging from low to high fidelity.
Term: LowFidelity Prototype
Definition:
Simple, quick representations focusing on layout and flow rather than visual detail.
Term: MediumFidelity Prototype
Definition:
More detailed prototypes with some interactive elements, often created using digital tools.
Term: HighFidelity Prototype
Definition:
Prototypes that closely resemble the final product in terms of visual design and interactivity.
Term: Horizontal Prototype
Definition:
Prototypes that demonstrate a wide range of features with limited depth.
Term: Vertical Prototype
Definition:
Prototypes that focus on a limited set of features implemented in great detail.