A storyboard on paper is a:
Design, Prototyping and Construction
What a prototype is and why build one, filtering and manifestation dimensions, low- vs. high-fidelity prototypes and the compromises involved, construction, conceptual design (metaphors, interaction types, expanding the concept), concrete design, scenarios and storyboards, card-based prototypes and physical computing kits.
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All 35 slides
- 1 Slide 1
- 2 Overview
- 3 Learning Outcomes
- 4 1. Prototyping & Construction
- 5 1.1 What is Prototype?
- 6 Slide 6
- 7 1.1 What is Prototype? (cont)
- 8 1.2 Why Prototype?
- 9 Filtering dimensions of prototyping
- 10 Manifestation dimensions of prototyping
- 11 1.3 What to Prototype?
- 12 1.4 Low-fidelity Prototype?
- 13 1.4 Low-fidelity Prototype?
- 14 1.4 Low-fidelity Prototype?
- 15 1.4 Low-fidelity Prototype?
- 16 1.5 High-fidelity Prototype?
- 17 Compromises in prototyping
- 18 1.5 High-fidelity Prototype? (cont)
- 19 Low-fidelity VS High-fidelity Prototype?
- 20 1.6 Construction
- 21 2. Conceptual design: from requirements to design
- 22 2. Conceptual design: from requirements to design (cont)
- 23 2.1 Is there a suitable metaphor?
- 24 2.2 Considering interaction and
- 25 2.3 Expanding the initial conceptual model
- 26 2.4 Concrete design
- 27 3. Using scenarios in conceptual design
- 28 3.1 Using prototype in design
- 29 Generate storyboard from scenario
- 30 Generate card-based prototype from use case
- 31 Construction: Physical Computing
- 32 Physical computing kits
- 33 Physical computing kits
- 34 Physical computing kits
- 35 Summary
1.1 What is Prototype?
Notes
Prototype: a manifestation of a design that lets stakeholders interact with it and explore its suitability.
1.2 Why Prototype?
Notes
Why prototype: evaluation and feedback, communicate ideas, test technical feasibility, clarify requirements, choose between alternatives.
1.4 Low-fidelity Prototype?
Notes
Low fidelity: paper, sketches, storyboards, cards, Wizard of Oz. Quick, cheap, easy to change; good early.
Exam angle
1.5 High-fidelity Prototype?
Notes
High fidelity: looks and works like the final product (built with tools such as Figma or code). More expensive; users may focus on details; developers may resist throwing it away.
Compromises in prototyping
Notes
Compromises: horizontal (wide range of functions, little detail) vs. vertical (few functions in depth). Throwaway vs. evolutionary prototyping.
Exam angle
A prototype with many features but little detail in each is:
2. Conceptual design: from requirements to design
Notes
Conceptual design: what the product will do and how it behaves (concepts, metaphors, interaction types). Concrete design: colours, layout, icons, details.
Trap Conceptual design = WHAT and how it behaves; concrete design = how it LOOKS.
3. Using scenarios in conceptual design
Notes
Scenarios → storyboards → card-based prototypes.
Construction: Physical Computing
Notes
Physical computing: Arduino, MaKey MaKey, micro:bit for prototyping physical interaction.