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HCI3301
3 hours English

Prototyping Methods

Prototyping Methods
1 What is a Prototype? / • Architecture / • Industrial Design / • Personal Electronics
2 What is a Prototype? / • Software and Apps
3 Why Do We Prototype? / • To Understand / • To Test and Improve / • To Communicate / • To Advocate / • Benefits of Prototyping
4 How Is Prototyping for Physical and Digital Products Similar? / • Goals / • Fidelity Levels / • Low Fidelity
5 How Is Prototyping for Physical and Digital Products Similar? / • Mid Fidelity / • High Fidelity
6 Prototypes for Physical Products / • Materials and Tactility / • Electronics
7 Prototypes for Physical Products / • Low Fidelity Prototypes / • Mid to High Fidelity
8 Prototypes for Digital Products / • User Flow / • Responsive Design / • Designing for All Interaction Types / • Low Fidelity Prototypes / • Paper Prototype
9 Prototypes for Digital Products / • Clickable Prototype / • Coded Prototype / • High Fidelity Prototype
10 User Testing with Prototypes / • The Assumptions and Goals / • The Questions / • The Tasks
11 THE EFFECTIVE PROTOTYPING PROCESS / Phase I: Plan / Step 1: Verify the Requirements / Step 2: Create a Task/Screen Flow / Step 3: Specifying Content and Fidelity / Phase II: Specification / Step 4: Determine the Right Prototyping Characteristics / Step 5: Choose a Prototyping Method / Step 6: Choose a Prototyping Tool
12 Phase III: Design / Step 7: Formulate Design Criteria / Step 8: Create the Prototype
13 Phase IV: Results / Step 9: Review the Prototype / Step 10: Validate the Design / Step 11: Implement the Design
14 User Testing with Prototypes / • A Sample Research Plan / • Conducting the Research / • Finding Insights
15 Creative Prototyping with Generative AI
1.1 Mapped to: K1

Learning about the design process, including user research, requirements gathering, brainstorming, prototyping, and evaluation. Learning about the different methods of prototyping, such as sketching, building, and testing.

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project
1.2 Mapped to: K3

Developing skills in prototyping and iterative design to create effective user interfaces. Understanding the importance of user-centered design and how it informs the design process and user experience.

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project
2.1 Mapped to: S1

Hands-on Prototyping Experience: Students should gain practical experience in creating prototypes using a variety of methods, including paper prototyping, wireframing tools (e.g., Figma, Balsamiq), and potentially more advanced interactive prototyping tools (e.g., Axure RP).

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project
2.2 Mapped to: S4

Foster an understanding of iterative design principles through prototyping. Explore different prototyping techniques such as paper prototyping, interactive wireframes, and digital prototypes.

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project
2.3 Mapped to: S3

Develop skills for effective collaboration in design teams. Practice presenting prototypes and design rationales to stakeholders.

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project
3.1 Mapped to: V1

Discuss the ethical implications of design decisions Encourage the creation of a design portfolio showcasing prototyping work.

Teaching Strategy Lectures, discussions, projects
Assessment Methods Exams/project