4. Goals of prototyping
• Exploring requirements
• Market analysis, participatory design
• Choosing among alternatives
• Risky or critical feature, go/no-go decisions
• Empirical usability testing
• As early as possible, try out ideas with target users
5. How to prototype ?
• Build – A prototype of the basic functionality, especially the
interface
• Test – The prototype, which will uncover design errors
• Correct - The errors
• Repeat – Until you have a clean design
7. Prototyping for usability
• Usability = ease of use of an application
• Design typical user task scenarios
• identify tasks based on the scenarios
• Use “real user” to test
• Watch user performing task
8. Cost of prototyping
• Cheaper then not doing it
• Usability work should amount for 2-5% of the project budget
• Testing easier, low man power
9. Benefits of prototyping
• Can be used to test every detail of the line product before the
project/product is build
• Results in higher user satisfaction
• Users are better at evaluating an existing system
• It brings the users into the process early