From sketch to prototype

The four artefacts: sketch, wireframe, graphic mock-up, interactive prototype; low and high fidelity; paper prototype; what each lets you test.

  • 25 cards
  • 5 topics
  • Free

The outline, topic by topic

Each topic is weighted the way the exam weighs it.

  1. Concepts
  2. Questions
  3. Sort and link
  4. On the timeline
  5. Scenarios

A few cards from the deck

  • Sketch: what is it?

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    A quick hand drawing of a screen or a path, made to explore ideas and throw them away cheaply.

    Its near-zero cost lets you make many and discard them without regret: that is its advantage over more polished artefacts.

  • Which question can a wireframe already settle?

    • On a phone, does the menu sit above the content or in a side panel?
    • Does the blue chosen for the main button contrast enough with the background?
    • Does the chosen font stay readable at small text sizes?
    • Does the menu's opening animation feel smooth to the users tested?
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    On a phone, does the menu sit above the content or in a side panel?

    The wireframe is a structural mock-up: boxes, labels, placement. Where the menu goes is part of it. Colours and fonts need a graphic mock-up, an animation needs an interactive prototype.

  • In order of increasing fidelity: the …, the …, the … mock-up, then the interactive prototype.

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    In order of increasing fidelity: the sketch, the wireframe, the graphic mock-up, then the interactive prototype.

    Each step adds a layer: structure, appearance, then behaviour. The further the artefact goes, the more it costs to change.

  • Wireframe: what is it?

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    A screen diagram made of boxes and labels, showing structure and placement of elements, with no colours or images.

    By removing appearance, it forces discussion on organisation and content: nobody argues about blue when there is no blue.

  • A team spends three days on a polished graphic mock-up. At the first test, users cannot find where to pay: the path is wrong. What went wrong and what to do?

    • The mock-up was not attractive enough; polish it further before retesting
    • It polished the look before validating the path; fix the path on paper first
    • The testers were badly chosen; recruit others to confirm the path is fine
    • The test was too early; wait for the finished product to validate the path
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    It polished the look before validating the path; fix the path on paper first

    The flaw is one of order: a path is checked with the cheapest artefact, before investing in appearance. Three days of polish are lost when the structure changes.