User-Interface Prototypes: How Realistic Should They Be?

Michael Wiklund · 2024

As discussed in the previous chapter, building a dynamic, computer-based prototype of a device&s;s user interfaces five years ago was a novel development that replaced storyboards. Progressive designers typically created prototypes with one of two then-new software products: Dan Bricklin&s;s Demo II (for personal computers) or HyperCard® (for the Apple® Macintosh™). These tools enabled designers to draw a monochrome likeness of a device&s;s controls and displays on a computer screen and then add dynamic features to simulate user interactions with the product. For example, a prototype&s;s switches could be programmed to move or its display content could be changed in response to keyboard or mouse inputs. Such prototyping tools offered designers their first opportunity to explore alternative user-interface designs relatively easily and at low cost. In fact, the time required to build a computer-based prototype (versus a working model) was reduced to the point that the expression rapid prototyping came into common use.

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