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Prototyping 101: The Difference between Low-Fidelity and High-Fidelity

Prototypes and When to Use Each


Creative Layover: Tokyo
CRE A T IV IT Y

14 MIN READ

by Nick BabichPO ST E D O N 1 1 -29 -2 0 17


Adobe Products in this article

In today’s industry of rapidly-growing products, user experience (UX) design has become
increasingly important. It’s clear that design-led companies outperform their competitors.
Prototyping plays a vital role in the process of creating successful UX, but for many product
teams, prototyping is still one of the most confusing parts of the UX design process. No wonder
it’s unclear — a prototype can be almost anything, from a series of paper sketches representing
the different screens or states of an app to a fully-functional, pixel-perfect app.

In this article, I’ll provide answers to the following questions related to prototyping:

 What is a prototype and when do you need it?


 What is “prototype fidelity” and what is the difference between a low-fidelity prototype
and a high-fidelity prototype?
 What techniques can be used to build prototypes?

What a prototype is, and what it isn’t


We often hear the term “prototype” in a lot of different contexts. Because of this, there might
confusion regarding its meaning.

In its basic form, a prototype is an expression of design intent. Prototyping allows designers to
present their designs and see them in action. In the context of digital products, a prototype is a
simulation of the final interaction between the user and the interface. Depending on what a
product team needs a prototype to do, it can simulate an entire app or just a single interaction.
A prototype is a simulation of how a finished product will work. It allows product teams to test
the usability and feasibility of their designs.

A lot of people confuse prototypes with sketches, wireframes, and mockups. These assets are not
prototypes. The idea of simulation (read, “interactivity”) is essential for prototypes. That’s why
static assets — such as sketches, wireframes, and mockups — can’t be considered prototypes.

Why we need prototypes


The primary goal of building a prototype is to test designs (and product ideas) before creating
real products. Your product’s success is directly related to whether you test it or not. Without any
doubt, your design will be tested when the product becomes available on the market and people
begin using it. If this is the first-ever testing, there’s a high likelihood of negative feedback from
users. Therefore, it’s always better to collect feedback during the low-risk research phase, and
before public release.

The following are two cases that require a prototype:

 Ensure the design concept works as intended. In most cases, it’s relatively easy to test
a concept with real users. Once an interactive version of a product idea is in the hands of
real users, a product team will be able to see how a target audience wants to use the
product. Based on this feedback, it’s possible to adjust an initial concept.
 Determine if people are able use a product. Prototyping is essential for finding and
resolving usability issues before launch. Testing reveals areas that need improvement.
That’s why so many product teams create prototypes, have users test them, and iterate the
design until it’s good enough.
What is fidelity?
Prototypes don’t necessarily look like final products — they can have different fidelity. The
fidelity of a prototype refers to how it conveys the look-and-feel of the final product (basically,
its level of detail and realism).

Fidelity can vary in the areas of:

 Visual design
 Content
 Interactivity

There are many types of prototypes, ranging anywhere between these two extremes:

 Low-Fidelity
 High-Fidelity

Product teams choose a prototype’s fidelity based on the goals of prototyping, completeness of
design, and available resources.

Low-fidelity prototyping
Low-fidelity (lo-fi) prototyping is a quick and easy way to translate high-level design concepts
into tangible and testable artifacts. The first and most important role of lo-fi prototypes is to
check and test functionality rather than the visual appearance of the product.

Here are the basic characteristics of low-fidelity prototyping:

 Visual design: Only some of the visual attributes of the final product are presented (such
as shapes of elements, basic visual hierarchy, etc.).
 Content: Only key elements of the content are included.
 Interactivity: The prototype can be simulated by a real human. During a testing session,
a particular person who is familiar with design acts as a computer and manually changes
the design’s state in real-time. Interactivity can also be created from wireframes, also
known as “connected wireframes.” This type of prototype is basically wireframes linked
to each other inside an application like PowerPoint or Keynote, or by using a special
digital prototyping tool such as Adobe XD.

Pros

 Inexpensive. The clear advantage of low-fidelity prototyping is its extremely low cost.
 Fast. It’s possible to create a lo-fi paper prototype in just five to ten minutes. This allows
product teams to explore different ideas without too much effort.
 Collaborative. This type of prototyping stimulates group work. Since lo-fi prototyping
doesn’t require special skills, more people can be involved in the design process. Even
non-designers can play an active part in the idea-formulation process.
 Clarifying. Both team members and stakeholders will have a much clearer expectation
about an upcoming project.hgygh

Cons

 Uncertainty during testing. With a lo-fi prototype, it might be unclear to test


participants what is supposed to work and what isn’t. A low-fidelity prototype requires a
lot of imagination from the user, limiting the outcome of user testing.
 Limited interactivity. It’s impossible to convey complex animations or transitions using
this type of prototype.

Popular techniques
Paper prototyping and clickable wireframes are two popular low-fidelity prototyping techniques.
Both techniques are focused on providing the fastest-possible way to iterate design ideas until
both the project team and the stakeholders are happy with the basics.

Paper prototyping

Paper prototyping allows you to prototype a digital product interface without using digital
software. The technique is based on creating hand drawings of different screens that represent
user interfaces of a product. While this is a relatively simple technique, it can be useful when a
product team needs to explore different ideas and refine designs quickly. This is especially true
in the early stages of design when the team is trying different approaches.
Simple screens are drawn on paper. A common practice for testing these prototypes is to have
one person play 'computer,' switching the sketches around according to user choices. Image
source: UX Playground

The benefits of using this technique include:

 Leverage common design skills. Everyone can sketch (even those who say they can’t)
and this means that everyone can build paper prototypes.
 Allow early testing. Testing prototypes early lets product teams find big-picture
problems — such as unclear information architecture — before they become too difficult
to handle.
 Support rapid experimentation. Different user interface elements can be drawn, cut
out, copied to make extras, and then assembled on a new piece of paper. With paper
prototypes, it’s also possible to mimic complex interactions, such as scrolling.
User interfaces can be quickly prototyped and tested. Image source: Vimeo

 Serve as documentation. Unlike digital prototypes, paper prototypes can be used as a


reference for future iterations. Notes and revisions can be written either directly on the
prototype or on sticky notes attached to the pages.
Paper prototypes can assist in documentation. Notes and revisions will support designers and
developers when they will create an actual product. Image source: inesnorman

 Facilitate adjustments. Using paper prototypes, it’s possible to make changes during the
testing session. If designers need to add a change to the prototype they can quickly sketch
a response or erase part of the design.

If you want to use paper prototyping for usability testing it’s important to consider the natural
limitations of this technique:

 An additional person is required to conduct the test session. You’ll need at least two
people to conduct the test. One person will be the facilitator (‘computer’) that’s helping
the test participant walk through the design and the other person will be actually testing
the app.
 It’s hard to convey complicated operations. Paper prototypes are less suitable for
visually-complex or highly-interactive interfaces.

Considering the advantages and disadvantages, it’s recommended to use paper prototyping
during the early stages of design only, when a project is still abstract or in the process of
forming. The further the team gets into the design process, the more significant the gap between
paper prototypes and the final product will be.

Clickable wireframes

A wireframe is a visual representation of a product page that the designer can use to arrange page
elements. Wireframes can be used as a foundation for lo-fi prototypes. Clickable wireframes are
the simplest form of interactive prototype — created by linking static wireframes together.

Just like paper prototypes, clickable wireframes often don’t look like the finished product, but
they do have one significant advantage over paper prototypes — they don’t require a separate
person to work as a facilitator during the testing session.

The benefits of using this technique include:

 Existing design deliverables can be reused. During a particular phase of the design
process you’ll have wireframes or sketches that represent your product’s UI design. In
most cases, it’s possible to use them to create a clickable flow.
 Layouts can be easily changed. Designers can easily adapt wireframes based on user
feedback and repeat the testing process. With the right tool, it’s easy to create or modify
click-through prototypes without spending a lot of extra time.

Low-fidelity prototypes can be created using tools for presentation (such as PowerPoint or
Keynote):
By linking together different pages, you can create a very basic prototype in software like
PowerPoint and Keynote.

They can also be created using tools made specifically for prototyping. Using such tools has one
crucial advantage: you can move from a low-fidelity to a high-fidelity prototype without
switching the prototyping tool.
An example of a low-fidelity prototype made in Adobe XD.
High-fidelity prototyping
High-fidelity (hi-fi) prototypes appear and function as similar as possible to the actual product
that will ship. Teams usually create high-fidelity prototypes when they have a solid
understanding of what they are going to build and they need to either test it with real users or get
final-design approval from stakeholders.

The basic characteristics of high-fidelity prototyping include:

 Visual design: Realistic and detailed design — all interface elements, spacing, and
graphics look just like a real app or website.
 Content: Designers use real or similar-to-real content. The prototype includes most or all
of the content that will appear in the final design.
 Interactivity: Prototypes are highly realistic in their interactions.

Pros

 Meaningful feedback during usability testing. High-fidelity prototypes often look like
real products to users. This means that during usability testing sessions, test participants
will be more likely to behave naturally — as if they were interacting with the real
product.
 Testability of specific UI elements or interactions. With hi-fi interactivity, it’s possible
to test graphical elements like affordance or specific interactions, such as animated
transitions and microinteractions.
 Easy buy-in from clients and stakeholders. This type of prototype is also good for
demonstrations to stakeholders. It gives clients and potential investors a clear idea of how
a product is supposed to work. An excellent high-fidelity prototype gets people excited
about your design in ways a lo-fi, bare-bones prototype can’t.

Cons

 Higher costs. In comparison with low-fidelity prototypes, creating high-fidelity


prototypes implies higher costs, both temporal and financial.

Popular techniques
A digital prototype created using a special tool

Digital prototypes are the most common form of hi-fi prototyping. Nowadays, the variety of
specialized software allows designers to create visually rich, powerful prototypes full of
interactive effects and complex animations.
A high-fidelity interactive prototype created in Adobe XD and mirrored on an iPhone.

The benefits of using this technique include:

 Optimization for devices. Specialized software allows designers to preview a prototype


in a web browser or on any desktop or mobile device. This helps UX and UI designers
achieve optimal layouts on different types of devices.
 Less clarification during usability testing. High-fidelity interactivity frees the designer
from having to clarify concepts during testing, allowing the designer to focus on
observation instead.

Coded prototypes

A hi-fi, coded prototype is a solution that is pretty close to the ready-to-release version of a
product. An example of such prototype would be a rich interactive sandbox that allows test
participants to explore a product’s different features. This type of prototyping is recommended
for designers who are confident in their coding skills.

The benefits of using this technique include:

 Familiarity with the platform’s constraints. Coding allows designers to understand the
true capabilities and constraints of the platform they’re designing for.
 Efficiency. A coded prototype can be a good foundation for a fully-functioning app.
Assuming you’re not building a one-time throwaway prototype, what you build will
provide the groundwork for the final product. If it’s possible to use prototype code in the
final product, you’ll save a huge amount of time and energy down the road. At the same
time, it’s important to understand that prototyping is largely about speed — the goal is
not to create reusable code, it’s to implement a design in a way that people can interact
with as quickly as possible.

Conclusion
If delivering a good user experience is the goal of your project —and it should be — then
prototyping must be a part of your UX design process. It’s crucial to choose the most effective
method of prototyping — minimizing work and maximizing learning — based on your product’s
need. The end result will be overall improved design that is based on prototype testing.

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