Sunday, 21 February 2010

Design Techniques 1 – Lo-Fi Prototyping

Well first and foremost, let’s define what lo-fi is all about. Most developers are already familiar with the concept of prototyping, in the case of low-fidelity prototyping; the word ‘fidelity’ refers to the level of detail you apply to the design itself. So:


Low-Fidelity = Quick speed sketches of hand drawn screens

High-Fidelity = Polished renders or high quality design mock ups


Another name low-fidelity prototyping is known by is ‘paper prototyping’, I think this name is more fitting as it better describes better what you use in the process. The purpose of the low-fidelity prototype is to allow the designer to get the nitty-gritty parts of the interface design out of the way without/before focusing on anything else. I think the end result is more refined when it is developed paper up rather than directly from within the software.



A first level low-fi design:
http://interfacematters.com/images/lfp/lfp1.gif


One of the first benefits that low-fidelity prototyping can bring you is the ability to talk to a customer/partner in concrete terms pretty early on in the project. As they are giving you the requirements, often you will be met with a somewhat hazy mental description. Often it will be very powerful to be able to return shortly with quick physical renders that has taken some form of what they were imagining, or it might be something completely off the mark. Whatever it is, you will end up uncovering more research material with the use of these quick dirty sketches in a shorter time than any other method.


I guess one of the best things about putting together a low-fi design is that, not only is it easy to do, but you can also be a little looser with your lines as they only have to impersonate how the design will be and nothing too crisp – think back to your nursery sketches using pencil, felt tip markers and crayons. The trick in low-fidelity prototyping is to draw out enough detail to help others visualize what is going on, but no more than necessary. The low-fidelity prototype is not meant to be a polished render of your design; it is just a rough draft.


To get the most out of this technique, you need to draw all of the screens that your interface will consist of. For example, if you’re going to have 12 screens, use 12 separate pages – one design per page. By using this method, you will always have room on the page to reiterate your designs and to add notes for reference.


As you are working on the low-fi prototype, you shouldn’t restrict yourself with what’s possible and impossible with what you currently have, try to work outside the box – although don’t go for something that the client will most definitely not like. Design the interface, figure out what functionality it needs, then decide on which tool to use for the construction. A little perseverance and a lot of experimenting can pay off big time; I mean what’s the worst that can happen? At this stage, the worst you could do is fail; learn from it and move on to plan B.


Once you have completed your first low-fi sketch, take it with you to your customer or try it out on a member of your target audience. See if they understand the functionality without having to explain it to them. Are there any errors that are immediately evident or are they just bringing up subtle points? Make sure to take as many notes as possible.



A low-fi design with the designers notes:
http://www.inovdesigns.com/images/newsandviews/low_fidelity_prototype.jpg


From this point onwards, you'll be working on iterations of your low-fi designs, each time developing it further as you meet with your other half. Eventually once this area has been completed successfully, you will move on to creating your high-fi render.

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