Stephanie Houde and Charles Hill are researchers specializing in design, human-computer interaction, and prototyping. Their work explores how prototypes serve different roles in the design process, guiding decision-making and refining ideas before final implementation.
The questions I would like to use for the project in interaction design process: What role will the artifact play in a user’s life? How should it look and feel? How should it be implemented?
Prototypes provide the means for examining design problems and evaluating solutions. Selecting the focus of a prototype is the art of identifying the most important open design questions. If the arti-fact is to provide new functionality for users—and thus play a new role in their lives—the most important questions may concern exactly what that role should be and what features are needed to support it.
Question:
What is a good prototype in UX/UI design (does the colours & animation play an important role in user behaviour or it those things doesn’t change a lot comparing to simple grey basic prototype)
A three dimensional space which corresponds to important aspects of the design of an interactive artifact: Role, Look & Feel, Implementation. The triangle is drawn askew to emphasize that no one dimension is inherently more important than any other.
The question is if they really have the same importance in all cases. I mean if it is a web design prototype of e-commerce for example, than is look and feel of the website that important on the early testing stage, when we test if the users can find everything needed on the website (functionality), would “look and feel” be that important than? Maybe I am understanding “look and feel” in the wrong way? Or maybe I am not paying attention to a worthy/important details? If I need to figure out just one expect, would it be fine to pay attention just to one from three dimensional spaces?
How should we know that now a prototype is finally good enough to be tested? (if considering the rule 80/20)
Would it be correct to give for example designers not that detailed prototype as for normal users because they know much more? Would it cause some biases, prejustices or is their proficiency enough? Would there be any misunderstandings than?
Can one prototype serve multiple purposes effectively, or is it more efficient to create separate prototypes for different aspects?
How do these ideas apply to digital product design versus physical product design?
How this affect my design practice:
Encourages a structured approach to testing ideas—whether focusing on function, aesthetics, or technical feasibility
Possible applications in my practice:
Creating look-and-feel prototypes to refine visual aesthetics before finalizing design assets. Developing implementation prototypes to test technical feasibility before committing resources to full-scale development
I usually kinda miss the question: What role will design/product play in a users life
Question:
- How does bodystorming compare to traditional brainstorming or prototyping methods in terms of effectiveness?
How this affect my design practice:
Reinforces the importance of physical engagement in understanding user needs. Encourages a more immersive approach to prototyping, beyond sketches and wireframes. Highlights the role of bodily interactions in shaping user experience, particularly in product and spatial design
Possible applications in my practice:
Using bodystorming to test usability scenarios for physical and interactive products. Simulating user environments (e.g., role-playing in a real-world context) to better understand user behavior. Incorporating movement and physical space considerations in UX/UI design, especially for wearable technology or AR/VR experiences.
Question:
- How does bodystorming compare to traditional brainstorming or prototyping methods in terms of effectiveness?
How this affect my design practice:
Reinforces the importance of physical engagement in understanding user needs. Encourages a more immersive approach to prototyping, beyond sketches and wireframes. Highlights the role of bodily interactions in shaping user experience, particularly in product and spatial design
Possible applications in my practice:
Using bodystorming to test usability scenarios for physical and interactive products. Simulating user environments (e.g., role-playing in a real-world context) to better understand user behavior. Incorporating movement and physical space considerations in UX/UI design, especially for wearable technology or AR/VR experiences.