A decent UI prototype is an incredible tool, which can be used to visualize the idea, imagination, design, and structure very well; one can explore the different forms of the distinctive plans, test the usability with real users, and determine the framework applied to the product. It can also be used to engage and adjust stakeholders and to achieve sponsor and support for projects. CSU (Charles Sturt University) assigns their students with assignments related to interface usability.
Prototyping process can be used to quickly assemble robust, flexible, and effective working prototypes. These prototypes are important in light of the fact that they meet with some specific purposes. However, they also show quality because they comply with this motive: they are quickly verifiable (either by simple manual confirmation or by mechanized tests if appropriate) and it can be measured and separated from the information sources (allowing or rejecting them, OR coordinated in the last element).
What is purpose of Prototyping?
One of the major question that arises with prototyping is: why everyone is building this? It is essential for everyone to understand the reasons why the association should build prototype model.
There are different ways to use the prototype. Some of the understanding of the purpose of prototype working is described below:
Solution Visualization: The use of visual imagery to lead groups and people is a noble strategy. The visual image that can be placed in the collection of individuals and controlled in the iterative cycle, can support open communication and joint effort, along with this it can also help in the positive movement and achieve understanding. Therefore, a prototyping is a useful tool which can be used in order to visualize the product, how it looks, how it feels, and how it will fit into the users’ lives into a broader design.
Acquire from end-users: Observing users with the prototype can be a good way for the association to learn about its users. The usability test covers the scope of the strategies to carry out such perceptions to obtain more users and the needs of the users. These pieces of knowledge can also contribute to more extensive areas of design.
Convenient for Usability and Accessibility Testing: The design of the interface can be seen on papers, but it cannot interrupt the contact with a real user. Does the interface correctly display the basic screen sizes? Are the controls easy to use and control? Are the shadows and colours of the correct difference visible to people with different types of locations? Will the interface be used with innovative auxiliary solutions, such as perimeters, braille readers and various types of information? The answers to these queries can be better answered by creating an interface design, testing them with real users and implement fixes or update improvements when necessary.
Discovering and Comparing Technologies: Everyone must choose between competing technologies, devices, structures, etc., with which future product will be built. For example, two web frameworks that compete. In this way, we should become familiar with each option; understand the advantages and disadvantages of each. A decent method of learning can be used to develop a prototype that uses at least two of the selected technologies.