Fidelity is Multidimensional 精度是一個(gè)多維的概念
- Breadth: % of features covered
廣度:涉及了百分之多少的產(chǎn)品功能 -Only enough features for certain tasks 只涉及某個(gè)任務(wù)必需的功能
- Depth: degree of functionality
深度:挖掘產(chǎn)品功能流程的深度 -Limited choices, canned responses, no error handling 限制性的選擇、無(wú)法響應(yīng)、非錯(cuò)誤處理
Fidelity is not just one-dimensional, however. Prototypes can be low-or high-fidelity in various different ways (Carolyn Snyder, Paper Prototyping, 2003). Breadth refers to the fraction of the feature set represented by the prototype. A prototype that is low-fidelity in breadth might be missing many features, having only enough to accomplish certain specific tasks. A word processor prototype might omit printing and spell-checking, for example. 雖然精度不僅僅是一維的,原型能夠以各種各樣的方式呈現(xiàn)或低或高的精度(Carolyn Snyder, Paper Prototyping, 2003).廣度依賴(lài)于原型呈現(xiàn)的產(chǎn)品功能,低精度的產(chǎn)品原型會(huì)在廣度上會(huì)缺失很多功能,只有足夠用來(lái)完成某個(gè)特定任務(wù)的功能,例如,字處理軟件原型會(huì)忽略打印和拼寫(xiě)檢查功能。
Depth refers to how deeply each feature is actually implemented. Is there a back end behind the prototype that’s actually implementing the feature? Low-fidelity in depth may mean limited choices (e.g., you can’t print double-sided), canned responses (always prints the same text, not what you actually typed), or lack of robustness and error handling (crashes if the printer is offline). 深度依賴(lài)于每個(gè)功能實(shí)際被執(zhí)行的深度。原型后面是否有實(shí)際執(zhí)行的功能的延續(xù)?在深度上的低精度原型可能只包括限制性選擇(類(lèi)似不能打印雙面),固定的反饋(經(jīng)常顯示同樣的文本,而不是你實(shí)際輸入的)或者弱化的錯(cuò)誤處理信息(當(dāng)打印機(jī)離線時(shí)終止)
A diagrammatic way to visualize breadth and depth is shown (following Nielsen, Usability Engineering, p. 94). A horizontal prototype is all breadth, and little depth; it’s basically a frontend with no back end. A vertical prototype is the converse: one area of the interface is implemented deeply. The question of whether to build a horizontal or vertical prototype depends on what risks you’re trying to mitigate. In user interface design, horizontal prototypes are more common, since they address usability risk. But if some aspect of the application is a risky implementation – you’re not sure if it can be implemented to meet the requirements – then you may want to build a vertical prototype to test that. 展現(xiàn)廣度和深度的方法是圖表顯示(參考 Nielsen, Usability Engineering, p. 94),水平方向的原型包括全部的廣度,和很少的深度,它的基礎(chǔ)是前端沒(méi)有后續(xù)。垂直方向的原型是交談式的:界面的一個(gè)區(qū)域被執(zhí)行到一定的深度。是創(chuàng)建水平方向還是垂直方向的原型依賴(lài)于你想規(guī)避什么樣的風(fēng)險(xiǎn)。在用戶界面設(shè)計(jì)中,水平方向的原型更加普遍,盡管它們會(huì)冒可用性的風(fēng)險(xiǎn)。如果一些軟件的外觀可能會(huì)冒執(zhí)行風(fēng)險(xiǎn)――你不能確認(rèn)它被執(zhí)行的結(jié)果是否滿足需求――于是,你也許會(huì)需要構(gòu)建一個(gè)垂直方向的原型來(lái)測(cè)試它們。
A special case lies at the intersection of a horizontal and a vertical prototype. A scenario shows how the front end would look for a single concrete task. Scenarios are great for visualizing a design, but they’re hard to evaluate with users. 一個(gè)特殊的例子出現(xiàn)在原型水平方向和垂直方向的交叉點(diǎn)。一個(gè)場(chǎng)景展現(xiàn)了前后端怎樣看起來(lái)想一個(gè)具體的任務(wù)。場(chǎng)景對(duì)可視化設(shè)計(jì)非常有效,但是,它們對(duì)用戶評(píng)估是困難的。
More Dimensions of Fidelity 關(guān)于精度的更多指標(biāo)
- Look: appearance, graphic design
看到的:外觀、圖形設(shè)計(jì) -Sketchy, hand-drawn 草圖、手繪
- Feel: input method 感覺(jué)的:輸入手段
-Pointing & writing feels very different from mouse & keyboard 用鼠標(biāo)和鍵盤(pán)定位和書(shū)寫(xiě)有很大的不同
Two more crucial dimensions of a prototype’s fidelity are, loosely, its look and its feel. Look is the appearance of the prototype. A hand-sketched prototype is low-fidelity in look, compared to a prototype that uses the same widget set as the finished implementation. Feel refers to the physical methods by which the user interacts with the prototype. A user interacts with a paper mockup by pointing at things to represent mouse clicks, and writing on the paper to represent keyboard input. This is a low-fidelity feel for a desktop application (but it may not be far off for a tablet PC application). 兩個(gè)重要的關(guān)于原型精度的指標(biāo)是用戶從原型看到的和感覺(jué)到的?吹降氖窃偷耐庥^。一個(gè)手繪草圖原型看起來(lái)是低精度,當(dāng)它與使用了同樣的裝飾物件表示執(zhí)行的原型比較時(shí)。感覺(jué)依賴(lài)于用戶與原型交互時(shí)的物理方式。當(dāng)用戶與紙上模型交互時(shí),用在東西上面點(diǎn)擊代表鼠標(biāo)點(diǎn)擊,在紙上寫(xiě)字代替使用鍵盤(pán)輸入。這對(duì)于桌面程序來(lái)說(shuō)是低精度的感覺(jué)。(但是,也許它和pc程序的寫(xiě)字板離得不是太遠(yuǎn))
出處:大智交互設(shè)計(jì)
責(zé)任編輯:moby
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