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Prototyping for Richer User Experiences Chris Griffith Qualcomm, Inc. User Experience Group
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About Me
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What is a prototype? …incomplete versions of the software program being developed. A prototype typically implements only a small subset of the features of the eventual program, and the implementation may be completely different from that of the eventual product. (http://en.wikipedia.org/wiki/Software_prototyping)
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Why prototype?
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Proof of Concept
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Design Validation
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Management By-in
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Reduce Misinterpretations
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Source: http://www.whattofix.com/blog/archives/2008/05/peace_for_pachy.php
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Save Time and $$$ “We don’t have the time to prototype?” “We can’t afford to prototype. We don’t have the budget.”
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Shared Communications
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User Testing
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Power of Show and Tell
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Guidelines for Prototyping
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Short Timeframe
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Build only what you need
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Don’t be afraid to throw it out!
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Types of Prototyping Low Fidelity Medium Fidelity High Fidelity
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Low Fidelity Prototyping Quick to develop Allows for explorations of ideas Can be more difficult to conduct user studies Zero coding!
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Paper Prototyping Source: http://usereccentric.com/entries/000333.html
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Paper Prototyping - sketching
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Tools
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Resources
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Medium Fidelity Prototyping More “real” user experience Longer design time Longer development time Some level of programming “Golden Path” / Slideshow
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Medium Fidelity
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Tools
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High Fidelity Prototyping Closer to reality Greater design requirements More development time Can serve as a reference platform for other groups (Engineering, QA, Marketing)
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High Fidelity
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Tools
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Demo
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Testing Source http://usability.wikimedia.org/wiki/File:Research-Photo-LabTesting.jpg
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Prototyping Pitfalls
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Fidelity Trap
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“Looks done to me, ship it”
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Prototyping: A Practitioner's Guide
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Resources
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Keys to Successful Prototyping Short development time Throw-away code (mostly) Fake it (when you can)
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Q&A
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Contact me: cgriffith@qualcomm.com cgriffith@qualcomm.com Twitter: @chrisgriffith Blog: http://chrisgriffith.wordpress.com/
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Thanks!
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