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- Prototype: a manifestation of a design that lets stakeholders interact with it and explore its suitability.
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- Why prototype: evaluation and feedback, communicate ideas, test technical feasibility, clarify requirements, choose between alternatives.
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- Low fidelity: paper, sketches, storyboards, cards, Wizard of Oz. Quick, cheap, easy to change; good early.
🎯 How this can come up · 1 question
MCQ
A storyboard on paper is a:
Correct: Low-fidelity prototype.
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- High fidelity: looks and works like the final product (built with tools such as Figma or code). More expensive; users may focus on details; developers may resist throwing it away.
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- Compromises: horizontal (wide range of functions, little detail) vs. vertical (few functions in depth). Throwaway vs. evolutionary prototyping.
🎯 How this can come up · 1 question
MCQ
A prototype with many features but little detail in each is:
Correct: Horizontal.
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- Conceptual design: what the product will do and how it behaves (concepts, metaphors, interaction types). Concrete design: colours, layout, icons, details.
Exam trapConceptual design = WHAT and how it behaves; concrete design = how it LOOKS.
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- Scenarios → storyboards → card-based prototypes.
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- Physical computing: Arduino, MaKey MaKey, micro:bit for prototyping physical interaction.
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