SECTION 04 / 7

Prototyping Techniques

3 min read
On this page 9 headings

14. Why not code the first design immediately?

THINK Are we ready to code once we know the needs and requirements? Why shouldn’t we code the UI right away? Pause and write down your responses before reading further.

Initial design ideas might not be the best ones. Developing an interface takes time, money and effort (if users don't like it, you redesign from scratch). Prototypes let you quickly test on users, get feedback, iterate and pivot.

Figure 14. Why not code the first design immediately?
Figure 14. Why not code the first design immediately?
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Illustration: Prototyping Techniques

15. Prototype, feedback and iteration

Prototypes answer questions and support designers in choosing between alternatives. Purpose: test out the technical feasibility of an idea; clarify vague requirements; user testing and evaluation.

Figure 15. Prototype, feedback and iteration
Figure 15. Prototype, feedback and iteration
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Illustration: Prototyping Techniques

16. Levels of prototype fidelity

Prototypes differ by purpose, time of development and fidelity — how real the interface is compared to the final product. Storyboards and paper prototypes come early and don't resemble the final product much; digital mock-ups (e.g. Photoshop, PowerPoint) and interactive prototypes (e.g. a web app with fake data) move closer to it.

Fidelity vs time — and what each prototype facilitates conversations about.
Fidelity vs time — and what each prototype facilitates conversations about.
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Fidelity vs time — and what each prototype facilitates conversations about.

17. Storyboard: setting, sequence, satisfaction

A hand-drawn comic featuring Setting + Sequence + Satisfaction. Setting: people involved, environment, task being accomplished. Sequence: what steps are involved, what leads someone to use the app, what task is illustrated. Satisfaction: what motivates people to use the system, what it enables people to accomplish, what need it fills.

Figure 17. Storyboard: setting, sequence, satisfaction
Figure 17. Storyboard: setting, sequence, satisfaction
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Illustration: Prototyping Techniques

18. Storyboard example: Speak-Up

A virtual reality tool to help give effective presentations: simulates a presentation setting, records audio during the presentation, and provides hints.

Storyboard elementSpeak-Up
SettingHe has a presentation on Monday and practises in front of a mirror, but on the day he is nervous.
SequenceA friend recommends Speak-Up; he chooses the type of audience and records his audio; the system gives feedback and comments; he sends the recording to his mentor; a second round of practice.
SatisfactionHe presents confidently in front of a large audience.
Speak-Up storyboard: setting, sequence, satisfaction.
Speak-Up storyboard: setting, sequence, satisfaction.
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Speak-Up storyboard: setting, sequence, satisfaction.

19. Benefits of storyboards

Emphasizes how the interface accomplishes a task (without specific details); avoids commitment to a particular user interface (the storyboard communicates the task without implementing the application or committing to a detailed UI); shared understanding among stakeholders.

Benefits of storyboards.
Benefits of storyboards.
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Benefits of storyboards.

20. How paper prototyping works

A hand-drawn interface using multiple pieces of paper for the different screens.

Figure 20. How paper prototyping works
Figure 20. How paper prototyping works
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Illustration: Prototyping Techniques

21. Accessible digital-library paper prototype

Online library for Deaf and Hard of Hearing (DHH) and speech-impaired students — books in Indian Sign Language (ISL) and speech therapy. The first screen is login; the user can be a student, teacher or parent; clicking an option shows the next screen; choosing ISL opens a drop-down to choose the language.

Benefits: Easier than writing code for the UI; starts conversations about user interactions; elements can be changed immediately based on feedback.

Paper screens show login, user type, resources and language selection.
Paper screens show login, user type, resources and language selection.
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Paper screens show login, user type, resources and language selection.

22. Paper prototype vs digital mock-up vs interactive prototype

Digital mock-ups use tools like PowerPoint, Photoshop or Figma and are closer to the final product; buttons and links can be clickable, and they can be shown to clients for feedback before moving to the final product.

Prototypes facilitate conversations: storyboards → user tasks; paper prototypes → user interactions; digital mock-ups → visual design; interactive prototypes → picky usability details.

Figure 22. Paper prototype vs digital mock-up vs interactive prototype
Figure 22. Paper prototype vs digital mock-up vs interactive prototype
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Illustration: Prototyping Techniques
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