Week 7 – Prototype Planning

The practical prototyping activity that took place during the lecture this week was helpful with the further development of our own prototyping. Being able to create a basic prototype such as making a pair of glasses out of paper, allowed us to see that prototyping really doesn’t have to be a perfect example of the final product that is produced. As long as the prototype demonstrates to the client how it will work and gives them an alternative means of understanding of the proposed product, as an alternative to a basic explanation in words. From this, we felt more confident in beginning the prototyping for our product. We were now aware that if we could get an outlined product we would be okay, even if it possibly wasn’t perfect by the time it came to the initial review of the prototype with the client. So, this gave us confidence in moving forward.

Therefore, in terms of our project this week we have been using Marvel, an online prototyping tool. However, we realised that we were better off drawing out how our product would work on paper as a large step by step flow diagram, before going on to creating it using the online software. This is because we began to put our ideas onto Marvel first, but this proved difficult to do without a proper plan on paper. Creating a storyboard was very helpful in coming up with the concept for our game because it gave us more of an idea as to what the game would consist of. Also mapping out how the prototype would work on paper was similar to the storyboard we created but the storyboard didn’t include the added pages we would need to include within the prototype. This is especially important  when it comes to the questions asked in the game that have multiple choice answers which will make the user go back to select an alternative answer if they choose a wrong answer to begin with. Therefore we need to create copies of certain pages with minor alterations for the different possible variations of the ways in which a user could select their choice of answer, when it comes to the multiple choice questions.

Ultimately, we want to aim for our product to be of a medium to high fidelity and our main goal is for the client to use the prototype for exploration. However when creating the prototype for initial user testing we can afford to keep some aspects of the game to a lower fidelity such as the map showing where you can fill up your water bottle, as we wont have the time nor expertise to input a move-able map such as that of the level of Google Maps. Yet there are aspects of the prototype that we can produce with a higher fidelity i.e. no matter which answer the user chooses during the multiple choice questions, they will be able to go back to have another go at choosing another answer, with the first ‘wrong’ answer they chose having disappeared seamlessly so that they eventually get to the correct answer to move onto the next stage of the game. By creating the more fundamental aspects of the game to a higher fidelity, this will let the client pick up on more of the other things that could be improved without worrying about the mechanics of the game itself, they can focus on more of the content and visual aspects of the game.

Therefore, when it comes to the client testing the initial prototype, we can make note of what they like, dislike and if there are any improvements they suggest we make to the prototype. Whilst our intentions are that the prototype will look very similar to the final product, we don’t know that the visual imagery of the game will be up to the standard of the final product. This is because the process of creating our product on Marvel can’t be predicted as it could take a longer or shorter period of time than we expect it to. Therefore, the initial prototype that we will use for our user testing with the client may not look identical to what we hope the final product will look like. The purpose of prototyping our product is see how the client uses it and whether it actually works as it should. It is an experimental stage in development as we are testing out a number of different ways in which the product will work and look, to end up with the best product possible for the client to test at this stage. Our intention is to gain a valuable insight into the possible improvements we could make to develop the prototype further from the client during user testing. Furthermore, we don’t believe that our prototype will be at the stage that it’ll be testing for technical issues as it will not be in the format of an actual website. We believe this will be the most beneficial step, as when we present our prototype to the client, the product will still be used through Marvel.

One thought on “Week 7 – Prototype Planning”

  1. Hello team, thanks for the post. There are some nice observations in here that link the basic prototyping activity in the lecture back to our own prototyping activity; I see that you have been grappling with the best way to move up to the level of quality in the prototype that surfaces your goals. So perhaps look back at the logic of the idea of ‘creating facades’ that has been mentioned in the lecture (sometimes also referred to as “wizard of Ozz’ method). Then perhaps try to restate, express (1) what were your goals for the prototype demonstrations; (2) in respect to those goals, what aspect of the prototype needed developing to higher level of fidelity; and which ones could remain at lower levels of fidelity. In the prototyping it would be nice to see what each means (perhaps refer to a image of your lower fidelity user interfaces to demonstrate what lower fidelity means for your project, etc).

    You make some very important realisations here also with regard to ‘having a plan’ … in the lecture series we started with sketching and story boarding so to have an overall view of the eventual prototype. have your story boards been in any way helpful? How was your additional planning and ‘mapping out’ on paper different or similar to the story board? In product development, the mapping out of specific user paths from a logical stand point (if that’s what you did), is referred to as ‘information design’ (and is part of user experience design). So perhaps you have noticed that original story boards (which display a general narrative of product use) need complimenting by such more detailed mapping out of the selections they make in the interface and what the prototype does in response.

    RE: “Therefore, the initial prototype that we will use for our user testing with the client may not look identical to what we hope the final product will look like.” —> that is fine. Prototypes are naturally limited and cheap to produce. Perhaps refer to why we prototype, e.g. how prototypes are used to run experiments and gain new insights (briefly mentioned in the lecture and also in the associated reading — see reading ‘what prototypes do’ on blackboard).

    I look forward to your final couple of blog posts.

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