This panel will explore the varied uses of prototyping in the user interface design process. We expect to show that there is no single thing called “user interface prototyping” and that the differences are, in many ways, greater than the similarities. Panelists have been chosen to represent a wide cross section of user interface design tasks. Collectively, members of the panel have experience in prototyping hardware and software, computer programs and telecommunications services, residential, business, and engineering applications, at various levels of fidelity, and in all parts of the design process. We expect to show how these factors all influence the way prototypes are used and that the designer must be careful in choosing the most appropriate prototyping methodology for his or her needs. Each panelist will begin by characterizing the portion of the design process that he or she will be talking about. This represents a major division in the way prototypes are used, both in the way they are built and in the type of information sought by the designer. Prototypes used early in the design process (requirements analysis) tend to be lower fidelity and are used to test preferences for design alternatives, while those used later in the design process (system specification) tend towards higher fidelity and are used to test usability. Each panelist will point out the strengths and weaknesses of his or her prototyping methodology. Each panelist will address the following points: • Appropriate uses of prototyping methodology (early vs. late in design process) • Characteristics of prototypes (platform, level of fidelity, etc.) • Information gathered from the prototypes (evaluate design preferences, measure performance, etc.) • Relative costs of the method (time to build, flexibility, etc.)
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