Tag Info

New answers tagged

0

Good idea to revisit this topic. With the increasing popularity of responsive design it makes even more sense to use a dynamic model (presumable HTML). When designing the initial rough layout I find myself constantly resizing browser to see how the layout works at many widths. To try to specify a responsive design with a static image isn't possible, and ...


0

Here are a few research papers comparing the feedback provided in response to interacting with low-fidelity and high-fidelity prototypes. In these papers, 'fidelity' refers to visual design fidelity and not one of the other 4 dimensions useful for describing prototype fidelity. This paper reports on the comparison of paper and computer prototypes for a ...


0

Two big factors to consider: Your decision-making latitude within the organization/team: What buy-off/input do you need from your audience and what are the sub-divisions of that audience? The abilities and understanding of the audience in question: Who can visualize and who gets get lost when the examples are loose? When you identify the roles and ...


2

The purpose of mockups is to communicate ideas. Depending on the stage of development you select the appropriate fidelity. During the initial phases you are debating different features and layout options in your design, a low fidelity prototype easily captures this (animations/transitions are not the kind of features I am talking about here). You can add ...


3

I can only provide you with my experience having experimented with many different types of stimulus for users. The original statement about getting the right fidelity is spot on. In general it is possible to get similair results from end users in most situations but if it's too far from the final result you run a risk of some users not really getting it. ...


2

Yes, they do. Low fidelity tends to get people to focus on the higher level aspects of the mockups, like the overall layout and concept. While with high fidelity mockups people tend to focus on the lower level details like "this should be two pixels to the left", or "this needs to be a different shade". That is one of the reasons that I recommend ...


1

With regards to your question about why paper prototypes dont seem to be too effective, I believe its because with paper prototypes you have to ask the user to visualize the environment (e.g. if its an app,he has to visualize its not a piece of paper with a drawing but an app with which he can interact and similarly for a website). To quote this article ...



Top 50 recent answers are included