Prototyping
Software Projects
                      • Conceptual Prototype
What’s the process?   • Functional Prototype
                         • UX prototype
                         • Technical Prototype
Conceptual
Prototype
                     Purpose
Purpose & Activity   • Communicate the Concept: Is this
                       what the stakeholders had in
                       mind?
                     • Check the Validity of the Concept
                     • Find open questions: What is
                       missing?
                     Activity
                     • Low Fidelity Prototypes
Low Fidelity   • Storyboarding: What will people do?
Prototypes        • UML sequnce diagram in pictures
               • Sketching: What will ‘it” look like?
                  • Paper designs
               • Card sorting: What are the priorities?
                  • List of factors, issues, concerns,
                    requirements
               • 'Wizard of Oz’: How will it behave?
                 Think, man behind the curtain.
Wizard of Oz
Why produce low fidelity
prototypes?
                         • Quick and inexpensive.
                         • Possible to make instant changes and test
                           new iterations.
Value of LF Prototypes   • Disposable/throw-away.
                         • Enables the designer to gain an overall view
                           of the product using minimal time and
                           effort, as opposed to focusing on the finer
                           details over the course of slow, incremental
                           changes.
                         • Available to all; regardless of ability and
                           experience, we are able to produce
                           rudimentary versions of products in order
                           to test users or canvas the opinions of
                           stakeholders.
                         • Encourages and fosters design thinking.
Functional Prototype
                     Purpose
Purpose & Activity   • Demonstrate the Concept
                     • Answer functional questions
                       concerning the Concept
                     Activity
                     • High Fidelity Prototypes
                High-fidelity prototypes are prototypes that
High Fidelity   look and operate closer to the finished product.
Prototype       For example, a 3D plastic model with movable
                parts (allowing users to manipulate and
                interact with a device in the same manner as
                the final design) is high-fi in comparison to, say,
                a wooden block. Likewise, an early version of a
                software system developed using a design
                program such as Sketch or Adobe XD is high-fi
                in comparison to a paper prototype.
                • User Interaction Prototype
                • User Experience Prototype
                • Technology Prototype
Technical Prototype
Can anyone guess
what this is a
prototype for?
Technical Prototype
Apple Watch
prototype
                         • Engaging: the stakeholders can instantly
                           see their vision realised and will be able
Value of HF Prototypes     to judge how well it meets their
                           expectations, wants and needs.
                         • User testing involving high-fi prototypes
                           will allow the evaluators to gather
                           information with a high level of validity
                           and applicability. The closer the
                           prototype is to the finished product, the
                           more confidence the design team will
                           have in how people will respond to,
                           interact with and perceive the design.
Fundamental   • What question are you trying to answer?
Questions         • What do you think the answer will be
                    and why?
              • Who can answer that question?
              • What can these stakeholders do that will
                give the needed answer
              • What instruments do you need to
                answer the questions?
              • What procedure will need to be
                followed?
            1. Identify open questions: Functionality,
               Usage, Styling & Appearance,
               Technology Performance
Process …   2. Who can answer those questions? Tech
               Support, Users, Service Providers
            3. What practical objects can they use to
               answer the questions? What prototype
               do you have to build?
            4. How will the answers be recorded: Talk
               through, Measurements, Video
            5. How will it change the design of the
               concept? What aspect of the design
               will it change? Are you prepared for
               the concept to change?
       •Just start building: Design
        Thinking has a bias towards
So …    action: that means if you have
        any uncertainties about what
        you are trying to achieve, your
        best bet is to just make
        something. Creating a
        prototype will help you to think
        about your idea in a concrete
        manner, and potentially allow
        you to gain insights into ways
        you can improve your idea.
       •Don’t spend too much time:
        Prototyping is all about speed;
So …    the longer you spend building
        your prototype, the more
        emotionally attached you can
        get with your idea, thus
        hampering your ability to
        objectively judge its merits.
       •Remember what you’re testing
        for: All prototypes should have
So …    a central testing issue. Do not
        lose sight of that issue, but at
        the same time, do not get so
        bound to it so as to lose sight of
        other lessons you could learn
        from.
       •Build with the user in mind:
        Test the prototype against your
So …    expected user behaviours and
        user needs. Then, learn from
        the gaps in expectations and
        realities, and improve your
        ideas.
                 Open Issues
Considerations   • Business Process Model
                 • Usage Scenarios
                 • Frequent vs Infrequent use
                 • Expert vs Novice
                   • Physical Device
Computer Science   • Usage sequencing
                   • Demographic: Usage scenarios,
                     aesthetic
                   • Technical performance
                   • Scale
Cost Per Fix
From Pressman
(2010), adapted from
Boehm & Basili
(2001).
Rule of thumb:
- Test early
- Test often
                    • Literature/market research phases
Expected outcomes     should be coming to a close.
                    • Prototyping should be starting.
                    • Project should be well defined,
                      justified, motivated by reasoning.
                    • Group dynamic should be
                      reasonably well established.
                    • Milestones and deliverables should
                      be set.
                    • User testing should be ongoing.
Questions?