Intentional Prototyping

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Intentional Prototyping by Mind Map: Intentional Prototyping

1. Social Prototypes

1.1. Design Thinking

1.2. Contemplating the Ideal

1.2.1. A quest for self-improvement

1.2.2. Prototyping products and processes of an ideal world

1.3. Opposite of specification-led, planning-driven abstract thinking; NOT thinking with your hands

1.4. Designers need to embed prototypes in their stories to have a real and relatable impact to stakeholders and customers

1.4.1. Helps designers keep their end-users in mind

1.4.2. Helps potential customers imagine what they might do with the objects and processes being prototyped

2. Rapid Prototyping

2.1. Process of quickly mocking up the future state of a system

2.1.1. Validating it with users, stakeholders, developers, and designers

2.1.2. Website or application

2.1.3. Service, events, etc.

2.2. Rapid and iterative feedback

2.2.1. Improves the final design and reduces the need for changes during development

2.3. STEPS

2.3.1. Prototype

2.3.2. Review

2.3.3. Refine

2.4. How much should be prototyped?

2.4.1. Focus on the 20% of the functionality that will be used 80% of the time (key functions)

2.5. Find the story

2.5.1. Scenarios, coherent paths, etc.

2.6. Plan your iteractions

2.7. FIDELITY

2.7.1. Visual

2.7.1.1. Sketched

2.7.1.2. Styled

2.7.2. Functional

2.7.2.1. Static

2.7.2.2. Interactive

2.7.3. Content

2.7.3.1. Lorem ipsum

2.7.3.2. Real content

3. Prototyping Spectrum

3.1. Low fidelity

3.1.1. Paper sketches

3.1.2. Ideal during brainstorming

3.1.3. Static, low visual and content fidelity

3.1.4. Focuses on how users use the system, rather than how it will look like

3.1.5. Makes designers more open to change based on user feedback

3.1.6. No learning curve, allows for rapid-testing and iterations quickly and easily

3.2. Medium fidelity

3.2.1. Visio, Balsamiq, Figma, Axure, Adobe XD

3.2.2. Wireframes, task flows, scenarios

3.2.3. Focuses on behaviours and interaction design

3.2.4. Can be clickable/interactive

3.2.4.1. Some visual and functional fidelity

3.2.5. Are users needs being met?

3.2.6. Is the user experience optimal?

3.3. High fidelity

3.3.1. Photoshop, Illustrator

3.3.2. The most realistic and most easily mistaken as the final product

3.3.3. Users can be more reluctant to give proper feedback if starting from here

3.3.4. Time intensive

3.3.5. High visual and functional fidelity

3.3.6. Websites or apps with content and clickable interfaces