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Chapter 8 Design, prototyping and Construction - Coggle Diagram
Chapter 8 Design, prototyping and Construction
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Why prototype?
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Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing
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Prototypes answer questions, and support designers in choosing between alternatives
Low-fidelity Prototype
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Is quick, cheap and easily changed
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Example: Storyboards: often used with scenarios, bringing more detail, and a chance to role play
It's a series of sketches showing how a user might progress through a task using the device
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High-fidelity Prototype
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For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk
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Construction
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Quality must be attended to: usability, reliability, robustness, maintainability, integrity, portability, efficiency
Product must be engineered: Evolutionary prototyping, 'Throw-away' prototyping