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Prototyping

A Practitioner’s Guide

Prototyping

Definition of a prototype

There's a pretty good discussion on the IxDA list regarding prototypes, what constitutes a prototype, what the goals are, etc. When I asked what tools people are using for prototyping, I received a long list of responses. One of the most interesting came from a respondent who didn't feel paper is a prototyping medium, but rather a design medium. Personally, I disagree with the notion of paper not being a prototyping tool—I've taught a number of workshops on it and use paper for prototyping in my work as a design researcher.

However, without actually defining what constitutes a prototype, it's rather difficult to say whether paper can be considered a prototyping tool or not. So, here's a few excerpts from my upcoming book that address the issue of defining a prototype:

[...] First, on an individual basis our definitions and descriptions of what constitutes a “prototype” vary greatly. Prototypes have been described as hi-fidelity, lo-fidelity, functional, nonfunctional, paper, Flash®, HTML, interactive, non-interactive, click-through, garden variety walk-through, cognitive walk-through—the list just keeps going.

Second, as a collective whole, prototypes share one thing—they are often incomplete. [...]

When I refer to a prototype, I'm referring to something that, from my book, "regardless of its fidelity, functionality, or how it’s made, a prototype is a conceptual model that captures and communicates the vision, intent, or idea of a design."

How would you define a prototype?

Comments

I think we know there's a spectrum from lo-fi to hi-fi and the goal of the prototype should determine where we fall on that spectrum.

In my mind it does raise the question if there's something like an "uncanny valley" for web/mobile prototypes? I know Bill Buxton did a test and found more feedback with lower-fi prototypes.

http://en.wikipedia.org/wiki/Uncanny_Valley

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