Chapter 11 Summary and Review

Chapter 11 continues to cover design, and introduces prototyping and the construction of prototypes. The chapter begins by explaining what a prototype is and why they are used. Later, prototypes are broken up into two different categories and explained. These include both low-fidelity and high-fidelity prototypes.

Low-fidelity prototypes are very basic. They are usually relatively cheap to create and take little time and effort to do some. Some examples of low-fidelity prototypes include storyboarding, sketching, prototyping with index cards, and the Wizard of Oz approach. Using these methods allows for further exploration in the initial stages of development. High-fidelity prototypes are generally more expensive, time consuming, and closer to the finished product. Because of this, they are typically created after low-fidelity prototypes have been created and used.

Some other types of prototypes include horizontal and vertical prototyping, evolutionary prototyping, and throwaway prototyping. Horizontal prototyping provides a variety of functions with little detail, whereas, vertical prototyping has a great deal of detail only for a few functions. Evolutionary prototyping involves taking a prototype and changing it until it eventually becomes the final product. Throwaway prototyping, as the name implies, involves throwing away prototypes and building the final product from the beginning.

The rest of the chapter deals with methods for implementing prototypes and ideas in order to achieve the final product. In doing this, requirements are implemented first, and then the design is created. Using interface metaphors is a popular methods that is used in order to help users relate the a new product. Determining the best interaction type for introducing a new system can be very valuable for research and development. Scenarios are also covered in order to capture either the most positive or negative aspects of a proposed design.

I greatly enjoyed reading this chapter because it focuses on the “hands-on” aspect of design, which I find to be most interesting. Learning about the different types of prototypes available and the applications that they are used in is fascinating to me. What I found to be most interesting was the difference between the high and low-fidelity prototypes. Before reading this chapter, I felt like it would be difficult in certain circumstances to determine how high or low a designer should go in various stages of development. I suppose it depends of the circumstances, but this chapter was able to answer a great deal of my questions are far as to when and why to prototype and what manner to go about when doing so.

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5 Responses to “Chapter 11 Summary and Review”

  1. Jason Moss Says:

    I think this summary is extremely detailed and goes through all of the necessary processes and different alternatives of creating lo-fi and hi-fi prototypes.

    As we discussed in class, there are many different kinds of prototypes and one does need to decide when to implement which time and how much money, time, and resources to devote. It is difficult to measure but extremely imperative in order to complete the design process as efficiently as possible. I believe that all of the areas of the chapter were discussed in full with good explanation as to what they mean and when they are to be used.

    Overall, it was a very thorough summary with a response in which I agree with. Prototyping is also very interesting to me because I am a very hand-on kind of person and loves to draw and create a visual representation of the ultimate product or service. It is the most engaging part of the process of design as well as one of the most important.

  2. Kevin Makice Says:

    That insight about the difference between and use of high- and low-fidelity prototypes is a common theme in the blog posts.

    Can you think of examples where you essentially did low- and high-fidelity prototyping in other aspects of your life (not necessarily the IT design context we are studying)?

  3. jopeck Says:

    Some other times that I have used both high and low-fidelity prototyping would be in designing an amp rack for vehicles. First off, I would find out either what the customer, or myself, wanted. Secondly, I would make several sketches of different approaches I could take. These sketches would rang from a basic layout all the way to full motorization with unique features. Thirdly, I gather the amps and other products I will be using and lay them out on various pieces of mdf(medium density fiberboard). At this point I may stray from my original design and just do what I think looks best at the time. Finally, fiberglass resin will be applied after the design is finalized and then carpeting, plexiglass, neons, or other items will be implemented along with the proper wiring.

  4. hcid1 Says:

    JA,

    I think that experience is something you can definitely take into with you to design. Sometimes, it ends up being about trying to negotiate with what the customer wants, what you want (in terms of the final look), and what materials you have to work with–prototyping let’s you make less costly mistakes more quickly.

  5. Alana Brazan Says:

    I’ve been trying to learn to play guitar for a while now.


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