Design, prototyping and construction

June 6, 2008
  1. Prototyping may be low fidelity (such as paper-based) or high fidelity (such as software-based)
  2. High-fidelity prototypes may be vertical or horizontal.
  3. Low-fidelity prototypes are quick and easy to produce and modify and are used in the early stages. There are two aspects to the design activity: conceptual design and physical design.
  4. Conceptual design develops a model of what the product will do and how it will behave, while physical design specifies the details of the design such as screen layout and menu structure.
  5. We have explored three perspectives to help you develop conceptual models: an interaction paradigm point of view, an interaction mode point of view, and a metaphor point of view.
  6. Scenarios and prototypes can be used effectively in conceptual design to explore ideas.
  7. We have discussed four areas of physical design: menu design, icon design, screen design and information display.
  8. There is a wide variety of support tools available to interaction designers.

From: Preece, J., Rogers, Y., Sharp, H. (2002), Interaction Design: Beyond Human-Computer Interaction, New York: Wiley, p.277-8


One Response to “Design, prototyping and construction”

  1. uxarchitecture Says:

    A nice technique for lo-fi prototyping is a 3X3. 3 different design ideas prototyped three screens deep. This is typically enough depth to explore alternative design ideas as thgey affect information general information architecture and interaction design.

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