Low and High Fidelity Prototypes

This chapter was mainly about prototyping and how there are many different ways of doing it. Prototyping in itself is a very useful way of getting idea across to not only the stakeholders that are thinking about investing in your project, but it is also a good way to get the idea out to your users. They also test if the actual project would be a feasible one, rather than putting to much money into just making it and it doesn’t even work! There are two different types of prototyping, there are low-fidelity and high fidelity. Low fidelity, is mainly just storyboards, draw outs, or rather crude representations of the final product that is in mind. High fidelity, mainly uses materials that will more than likely be a part of the actual final product.  This is the more expensive approach and is not usually started until most of the kinks are worked out with the product as well as there is  agreement to actually start producing the product.

I think that these are a essential part of the design process, especially for me because i would like to get into video game design and production. So I will have to make or look at many storyboards as well as come up with very basic game play to acutally see how it could turn out. It is also important because this would be the perfect time for me to test it with random users to see if there are any major or noticable bugs that may be in the game as well!

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5 Responses to “Low and High Fidelity Prototypes”

  1. dthartle Says:

    good post, i definently enjoy the low fidelity prototypes. they remind me of doing arts and craft from when I was a young child. I look forward to creating a really kick ass prototype for the midterm due tomorrow. Good post again, and good luck on the midterm.

  2. Jason Moss Says:

    I like the response when it was mentioned that creating lo-fi and hi-fi prototypes are an essential part of the design process. This is absolutely true and it may quite be the most important because if the end result doesn’t satisfy the user, it is useless. Actually creating the prototypes are fun and it gives you a chance to show your creative side of the design process. Great summary and response!

  3. hcid1 Says:

    Ken, let’s think about this for a second from the standpoint of video games. Why do you think that this would be valuable to video game designers? For one thing, you probably want to make sure that all of your bugs have been picked out from a prototype before you let users evaluate it. If you don’t, you are wasting resources. You want the users to judge the interface not playtest (that is a different thing entirely). Let me hear more about this. Actually, prototyping has been used for a while to acquire funding, but they rarely do the level of prototyping that we have been focusing on thus far.

  4. hcid1 Says:

    As for the comments, I agree. Prototyping should be a fun activity. However, you don’t want to lose sight ever of why you are doing it. Always keep the requirements and goals in mind.

  5. Noam Siegel Says:

    I think how you described prototyping is right on. From what we have gone over in class prototyping seems to be a key aspect in HCI design. From my understanding this is the best way to see how the users feel about a product. It gives a real users point of view on a product without losing lots of time or money on actual production.


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