Figure 2 shows the use of tools for creating paper prototypes.
Similar to sketching, paper prototyping is often collaborative and is a good first step before moving on to an interactive prototype. You can also couple these with Post-it Notes or other paper addons. While you’ll often draw sketches freehand, paper prototypes typically involve using stencils and cardboard to create more substantial, detailed mockups of various Web pages or application screens for use during usability testing. While teams also use them during the earliest phase of the design process, the structure of paper prototypes is more defined than that of set of sketches. Paper prototypes are not the same thing as sketches. Paper Prototypes Paper prototyping is often collaborative and is a good first step before moving on to an interactive prototype. Plus, sketches are easy to revise-either with an eraser or by re-arranging a collection of images. When sketching is a collaborative process, it’s a helpful way of getting all stakeholders involved in the design process. Sketching doesn’t require any programming knowledge. You can create a sketch in just minute-either with pencil and paper, at a whiteboard, or using software. There are many benefits of sketching, but the key advantage is that it’s fast. Once your product team has aligned on a sketch, you can use it to communicate the initial idea to other stakeholders and teams. The sketching process might also involve other members of the UX team-designers and researchers-the marketing team, or other stakeholders. Either a UX designer can create the sketches or an entire product team can create them as a collaborative process. You’ll often create sketches to spark discussions about usability and project goals and generate design ideas. Typically, you’ll use sketching at the earliest stage of design. UX designers typically use sketches to generate ideas and collaborate with product teams. They’re the most rudimentary form of prototype. Sketched prototypes are often free-form, pen-and-pencil drawings that map out an initial idea-similar to those shown in Figure 1. Plus, fully understanding their functionality requires a bit of imagination. Low-fidelity prototypes are not as aesthetically pleasing as high-fidelity prototypes. However, on the flip side, most low-fidelity prototypes are not clickable, and those that are have limitations. The key benefits of low-fidelity prototypes are that they are fast, easy, and affordable to create and strongly support collaboration. Of course, there are pros and cons to creating low-fidelity prototypes that a UX designer must weigh before beginning a project. Examples of low-fidelity prototypes include Thus, low-fidelity prototypes are not as visually refined as high-fidelity prototypes. The goal of a low-fidelity prototype is to outline a product’s flow and test the usefulness and usability of its functionality.
Prototype definition software#
Low-fidelity prototyping is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product.
Low-Fidelity Prototypes The goal of a low-fidelity prototype is to outline a product’s flow and test the usefulness and usability of its functionality. Let’s take a look at the different types of low-fidelity and high-fidelity prototypes. A sketched prototype is a low-fidelity prototype, while a coded, HTML/CSS prototype has very high fidelity. But, if the goal is to run a prototype by a focus group and see how potential customers interact with it, a more aesthetically pleasing, high-fidelity prototype might be preferable.įidelity refers to how close a prototype is to the final product.
For example, if the goal is to give the client an initial idea of the user flow, a low-fidelity prototype might suffice. Typically, a designer determines the fidelity of a prototype depending on the stage of the design process, the available resources, and the goals for the prototype. However, there are a few best practices to keep in mind. The type and fidelity of each prototype are at the discretion of the UX designer. There is no single right way to construct a prototype.