USER CENTRED DESIGN SERVICES

PROTOTYPE

WHY PROTOTYPE AND HOW?

WHY PROTOTYPE?

A prototype is a draft version of a product that allows ideas to be explored and shows the intention behind a feature or the overall design concept to users before investing time and money into development

MUCH CHEAPER TO CHANGE

early in the design and development process than after the product or service is developed

USER INPUT ON EARLY DESIGNS

evaluates features and the eventual product by trying them out - rather than having to try and interpret descriptions

TESTED BY END USERS

to find potential issues and prove needs that have not been considered - again a key factor in the commercial success

PROTOTYPE FIDELITY

Chosen based on the prototype goal | budget | time | resources

LOW-FIDELITY

Provoke innovation of alternate designs/features

MEDIUM-FIDELITY

Refine designs, content and interactivity

HIGH-FIDELITY

Agree on final product

DESIGN ELEMENTS OF THE PROTOTYPE

Each of the elements will be refined/detailed when moving from this
alpha (prototype) stage into beta (build) stage

TEMPLATES /
PATTERNS

DEFINE OVERARCHING STRUCTURE

position/style (CSS) of product elements (navigation | menus | columns | images | text etc) - also known as layouts or grids

INFORMATION
ARCHITECTURE

ORGANISES AND LABELS

to support findability/usability - involves categorisation (taxonomy) | hierarchies | site maps | metadata - card sorting is a popular technique

CONTENT
DESIGN

ENSURES CLEAR COMMUNICATION

of useful/current information to targeted groups most effectively - correct medium (text | images | video) | clear signposts | simple language

INTERACTION
DESIGN

ENHANCES USER SATISFACTION

in interacting with the product - focused on clearly defined user goals it considers look and feel | intuition | usability | accessibility | learnability

RESPONSIVE DESIGN

ENABLES ONE PRODUCT

usable regardless of device | platform | screen orientation | screen resolution via automatic detection - uses CSS media queries with flexible layouts/images

Each screen should have a clear purpose and ultimately lead to achieving the user goals

GOAL OF THE PROTOTYPE

The prototype will always ‘wireframe’ screens – defining placement/size of elements and features

Where the prototype ends and build begins (alpha to beta stages) is a blurred boundary depending on the model
– holistically the prototype will be part of the final product – or it won’t

Low-Fidelity | Medium Fidelity

THROWAWAY

Created knowing it’s for the bin – paper-based sketches, printouts, or interactive wireframes from a product like Axure or Sketch.

For initial design concepts, it’s quick/cheap for wireframes – used where no need for long term refinement/reuse into the product.

Even with interactive wireframes, reusable code is not often created – if the product is to be built, it will be from scratch.

Since all other models form part of the final product – they are outlined in the ‘build’ stage

ALPHA PHASE - FORMATIVE TO SUMMATIVE

METHODS TO CAPTURING USER FEEDBACK

The benefit of throwaways

RITE

With 'Rapid Iterative Testing and Evalution' prototypes can be used by individuals or demonstrated to groups - changes are iterated real-time with issues discovered by one or more users - a form of early usability testing.

GUERRILLA

A rapid, low-cost method of quickly capturing feedback about specific product areas to anyone that may use the product - or one similar (rather than recruit participants) and mocking-up alternatives real-time.