The chapter introduces the model and illustrates it with some initial examples of prototypes from real projects. This chapter begins by describing current difficulties in communicating about prototypes: the complexity of interactive systems issues of multi-disciplinary teamwork and the audiences of prototypes. With a clear purpose for each prototype, prototypes can be better used to think and communicate about design. By focusing on the purpose of the prototype-that is, what it prototypes-better decisions can be made about the kinds of prototypes to build. The goal of this chapter is to establish a model that describes any prototype in terms of the artifact being designed rather than the prototype's incidental attributes. This chapter proposes a change in the language used to talk about prototypes, to focus more on fundamental questions about the interactive system being designed. Tools can be used in many different ways, and detail is not a sure indicator of completion. Current terminology for describing prototypes centers on attributes of prototypes themselves that can be distracting. Choosing the right kind of more focused prototype to build is an art in itself, and communicating its limited purposes to its various audiences is a critical aspect of its use. This helps the developer to better understand why they are designing, what they are creating, and for whom they are creating.Prototypes are widely recognized to be a core means of exploring and expressing designs for interactive computer artifacts. Users are able to give immediate feedback and request project changes, enabling the developer to eliminate misunderstandings and miscommunications during the development process.īetter understanding of the intended design/product: Provides a strong visualization of the design, thus creating an understanding of the look and feel of the final product. During prototyping, it is possible to identify unnecessary elements, thus creating time to polish the final design based on what is required.Įfficient feedback, and improved and increased user involvement: Prototyping requires user involvement and allows the user to interact with a working model of the project. Saves time: Proper planning during the prototyping phase makes it possible for the developer to elude major changes in the finished layout. Limits failure: Provides a developer room to streamline their development process and focus on important interface elements, allowing a developer to adjust earlier in the process and avoid errors.
Inexpensive: It is cheaper to change a product early in the development phase than it is after completion. It reveals areas that may need improvement, some of the reasons as to why prototyping is important include: Prototyping is essential in resolving usability issues prior to launch of a product or design. Improvisation: The prototype can be adjusted with minimum effort. Interactivity: The prototype should perform the key functions of the actual product the capabilities of the prototype should be clearly outlined whether fully functional or partially functional.
Precision: The the fidelity of the prototype, meaning its level of detail, polish, and realism, equals better response and feedback. Representation: A prototype is a rudimentary representation of the actual product its look, feel and working modalities should be the same to that of the final design. A developed prototype may demonstrate the entire design or one aspect of the design. Prototyping is about bringing conceptual or theoretical ideas to life and exploring their real-world impact before finally executing them ( Dam and Siang 2020). Prototyping is a fundamental part of the design process because it allows a developer to quickly test and iterate their idea. It provides a ways to test and explore the design without using too many resources. Prototyping is the process of developing an analog or digital draft of a design or product, allowing a developer to explore how the creation will function before making the final product. Creating prototypes may involve using readily available materials, construction kits, storyboards, or other techniques that help you to create your solution.