CSC318H1 Chapter Notes - Chapter 11: Mockup

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12 Jan 2016
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Evaluation and feedback are central to interaction. Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing: team members can communicate effectively. Explore design ideas, reflect on decisions: prototypes answer questions. What to prototype: technical issues, work flow, task design, screen layouts and information display, difficult, controversial, critical areas. Low-fidelity prototyping = prototype which looks unlike final product: uses a medium which is unlike the final medium, e. g. advantage: paper, cardboard. Limited usefulness for usability tests progress through a task using the device: storyboards series of sketches showing how user might. Used in conjunction with scenarios, brings more detail. Used early in design: sketching hand drawn sketches involving the device. Ex. interface incl. dialog boxes, icons: index cards each card represents one screen, or one. User step through cards, pretending to perform task element of a task while interacting with the card. Often used in web dev: wizard-of-oz method.

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