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Problem Based Learning : Web Prototyping

First Situation 



     1.      What is web prototyping?

A website prototype can be any mock-up or demo of what a website will look like when it goes live. It can be anything from a paper sketch, to a clickable HTML prototype. Prototyping involves the creation of an interactive experience that effectively communicates the structure, information and functionality of a website in a way that enables the remaining steps in the process, specifically design and development, to proceed without the possibility of emerging on the other side with contradictory results. Essentially, prototyping means building a model of the website before build the actual website. 

     2.      Why do we need to prototype?

Prototypes can help developers see any problems in the web interface or layout that should be changed before the site is coded or is finalized. Other than, can help developers get feedback on their design faster, saves money, experiment with alternative designs, fix problems before code is written and keep focused on customer design.

     3.      What are advantages and disadvantages of using low-fidelity prototype and high-fidelity prototype?

Advantages of using low-fidelity
·         Takes only a few hours
·         no expensive equipment needed
·         Can test multiple alternatives
·         fast iterations
·         number of iterations is tied to final quality
·         Almost all interaction can be faked

Disadvantages of using low-fidelity
·         Users might judge a low-fidelity prototype as unprofessional.
·         While Low-fidelity prototypes allow spontaneous changes for exploring interactions, they also sacrifice some realism.
·         Limitations in navigation and flow while a control person has to “make the interaction”


Advantages of using high-fidelity
·         Permit test and exploration
·         Aid with customer / user buy-in
·         Produces useful user evaluation results
·         Look and feel of final product
·         Can be used as marketing / sales tool
·         Can be easily converted to a real system


Disadvantages of using high-fidelity
·         User frustration as product appears to be finished when really it was only a prototype
·         Expensive and time consuming to develop
·         Inefficient for proof of concept designs
·         Not effective for requirements gathering
·         Very difficult to actually discard and start again
·         Users can be reluctant to change design


    4.      Explain different types of prototyping.





In our three-level framework:
·         Low-fidelity prototyping tools and methods are used for early design just after requirements analysis, to help conceptualize and envision the interface at a high level. These tools often support rough sketching of interface screens by freehand drawing with a mouse or tablet pen.

·         Mid-fidelity prototyping tools are used after early design, for the purposes of detailed design and usability validation. They present detailed information about navigation, functionality, content and layout, but in schematic (“wireframe”) or approximate form.

·    High-fidelity prototyping tools permit the creation of a lifelike simulation, normally for   marketing purposes or sometimes for user tests, before the final version has been developed. High-fidelity prototyping tools tend to target developers, and are often general-purpose development tools. Due to the efforts required, high-fidelity prototypes are usually not “rapid”; nevertheless the expression RAD (rapid application development) is widely used in   the field.


    5.      What are the differences between prototyping and wireframe?

Prototype is:
·         A built, high fidelity set of functional pages or components
·         Contains detailed page components for the task flow
·         Is a targeted, usability testable specific user task scenario
·         Contains the actual navigation and interactions for eventual coding

    Wireframe is:
·         A low-fidelity, conceptual drawing
·         Used to explore layout and task flow options
·         A fast, iterative visual communication to explore options using general data
·         A buy-in tool for stakeholders (designers, clients, developer all agree before coding)
·         An annotated set of paths and flows with entry, exit and interruption points
·         Can be functional or a general storyboard (Day in the Life)





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