Friday, November 18, 2011

Design, Prototyping and Construction.

What is Prototype?

According to SearchCIO-Midmarket website, the definition of prototype are as follow : 



1) In software development, a prototype is a rudimentary working model of a product or information system, usually built for demonstration purposes or as part of the development process. In the systems development life cycle (SDLC) Prototyping Model, a basic version of the system is built, tested, and then reworked as necessary until an acceptable prototype is finally achieved from which the complete system or product can now be developed.
2) In prototype-based programming, a prototype is an original object; new objects are created by copying the prototype.
3) In hardware design, a prototype is a "hand-built" model that represents a manufactured (easily replicable) product sufficiently for designers to visualize and test the design.
The word prototype comes from the Latin words proto, meaning original, and typus, meaning form or model. In a non-technical context, a prototype is an especially representative example of a given category.

Prototype also defined by Merriam-Webster encyclopedia website as : 
  1. an original model on which something is patterned : archetype
  2. an individual that exhibits the essential features of a later type
  3. a standard or typical example
  4. a first full-scale and usually functional form of a new type or design of a construction (as an airplane)



In Interaction Studies / Interaction Design, Prototype is :
  • Paper-based outline of a screen/ sets of screen.
  • Electronic ' picture '.
  • 3-dimensional paper / cardboard mock-up.
  • Stack of hyper-linked screen shots.
that allow stakeholders to : 
  1. Interact with an envisioned product.
  2. Gain experience in realistic setting.
  3. Explore imagined uses.
PROTOTYPE is a limited representation of a design that allows users to interacts and explore its usability.

Why We Use Prototype ?

  • Aids when discussing ideas with stakeholders.
  • Communication device among team members.
  • Effective way to test ideas.
  • Examples :
    • Clarify vague requirements
    • To do user testing and evaluation
    • Check a certain design direction is compatible with the rest of the system development.

Types of Prototyping :
  • Low-fidelity prototyping A set of drawings (e.g., storyboard) that provide a static, non-computerized, non-working mock-up of user interface for the planned system )
  • High-fidelity prototyping ( A set of screens that provide a dynamic, computerized, working model of the planned system )

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