<div> <p>Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals behind prototyping—and demonstrating how to prototype for both physical and digital products—this O’Reilly report he
Prototyping for Physical and Digital Products
✍ Scribed by Kathryn McElroy
- Publisher
- O'Reilly Media
- Year
- 2016
- Tongue
- English
- Leaves
- 54
- Series
- Free Design Ebooks
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals behind prototyping—and demonstrating how to prototype for both physical and digital products—this O’Reilly report helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process.
Prototyping is a necessary skill in all areas of design, especially for startups, entrepreneurs, in-house designers, and freelancers. Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You’ll gain valuable insights for improving your product, whether it’s a smartphone app or a new electronic gadget.
✦ Table of Contents
Copyright
Table of Contents
Chapter 1. Prototyping for Physical and Digital Products
What Is a Prototype?
Architecture
Industrial Design
Personal Electronics
Software and Apps
Why Do We Prototype?
To Understand
To Test and Improve
To Communicate
To Advocate
Benefits of Prototyping
How Is Prototyping for Physical and Digital Products Similar?
Goals
Fidelity Levels
Low Fidelity
Mid Fidelity
High Fidelity
Prototypes for Physical Products
Materials and Tactility
Electronics
Low-Fidelity Prototypes
Mid to High Fidelity
Prototypes for Digital Products
User Flow
Responsive Design
Designing for All Interaction Types
Low-Fidelity Prototypes
Paper Prototype
Clickable Prototype
Coded Prototype
High-Fidelity Prototype
User Testing with Prototypes
The Assumptions and Goals
The Questions
The Tasks
A Sample Research Plan
Conducting the Research
Finding Insights
Conclusion
About the Author
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