Clickable Prototype

A clickable prototype is a prototype that looks like and may work just like the finished product. It simulates the aesthetics of a proposed design.

Clickable Prototype

1 DAY - 2 DAYS

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TASKS

1. Create a design, based on a concept that has been deemed promising.
2. Map out the navigation and behavior that is wanted from the users, define the look and feel of buttons, screens and animations.
3. Build the prototype, this can be done by programming or using special software that is designed for it.
4. Recruit participants and ask them to test your prototype, give them tasks and ask them to complete them.
5. Do a recording of the test, if possible record both the participant and the screen.
6. Collect the results and analyze them.

WHEN

Once an idea has been developed enough and needs input on user behavior with it.

WHY

To check if the design behaves as intended.

NOTE!

There are a lot of prototype building apps out there on the internet. Test the prototype with as many people as possible.

OUTPUT

An overview of which problems are at the core of a project, and which are concrete.

Next

Evaluate, process, adjust, iterate. Program final version.

Reference

RUDD, Jim; STERN, Ken; ISENSEE, Scott. Low vs. high-fidelity prototyping debate. interactions, 1996, 3.1: 76-85. GO, Kentaro; HIRAYAMA, Jun'ichi. Trapco: Website Design by Transforming Paper-based Prototypes to Computer-based Prototypes. In: Mobile Data Management, 2006. MDM 2006. 7th International Conference on. IEEE, 2006. p. 133-133./

Clickable Prototype

1 DAY - 2 DAYS

A clickable prototype is a prototype that looks like and may work just like the finished product. It simulates the aesthetics of a proposed design.

TASKS

1. Create a design, based on a concept that has been deemed promising.
2. Map out the navigation and behavior that is wanted from the users, define the look and feel of buttons, screens and animations.
3. Build the prototype, this can be done by programming or using special software that is designed for it.
4. Recruit participants and ask them to test your prototype, give them tasks and ask them to complete them.
5. Do a recording of the test, if possible record both the participant and the screen.
6. Collect the results and analyze them.

WHEN

Once an idea has been developed enough and needs input on user behavior with it.

WHY

To check if the design behaves as intended.

NOTE!

There are a lot of prototype building apps out there on the internet. Test the prototype with as many people as possible.

OUTPUT

An overview of which problems are at the core of a project, and which are concrete.

Next

Evaluate, process, adjust, iterate. Program final version.

Reference

RUDD, Jim; STERN, Ken; ISENSEE, Scott. Low vs. high-fidelity prototyping debate. interactions, 1996, 3.1: 76-85. GO, Kentaro; HIRAYAMA, Jun'ichi. Trapco: Website Design by Transforming Paper-based Prototypes to Computer-based Prototypes. In: Mobile Data Management, 2006. MDM 2006. 7th International Conference on. IEEE, 2006. p. 133-133./