New answers tagged prototyping
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It depends on what problem you are addressing? What is the task being performed, who is the user, and what is the context. You may be able to offer both solutions (and a Desktop one) by designing a task flow using the same data in different ways even.
We use different UIs and devices around the same data all the time, for example on LinkedIn or eBay (see ...
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Tablet is an excellent conceptual bridge between mobile and desktop. It is not, however, often the primary profit driver. It's very important to keep this in mind.
I still tend to work on desktop first, accounting for touch affordances and critical path as I go. That's because, though mobile is on the rise for my clients, most of the dollars are still ...
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I'd scale with the most common to your organization / project / country / target audience.
I often find mobile inadequate: a cheap android's screen is simply too small for anything useful, and no matter what, the device will be held around arm-length, and it just won't magically scale up: the "window" to the virtual reality inside just doesn't occupy too ...
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Start with the smallest form factor first (in your case the phone) since the lack of space will give you the opportunity to require you to define the primary focus of the app and what is the primary content that must be provided to allow the user to do his task and not allow you to add too much extraneous stuff.
While moving up to higher form factors, ...
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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 ...
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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 ...
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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 ...
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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.
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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 ...
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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 ...
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