
Fidelity is Multidimensional 精度是一个多维的概念
- Breadth: % of features covered
广度:涉及了百分之多少的产品功能 -Only enough features for certain tasks 只涉及某个任务必需的功能
- Depth: degree of functionality
深度:挖掘产品功能流程的深度 -Limited choices, canned responses, no error handling 限制性的选择、无法响应、非错误处理
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. 虽然精度不仅仅是一维的,原型能够以各种各样的方式呈现或低或高的精度(Carolyn Snyder, Paper Prototyping, 2003).广度依赖于原型呈现的产品功能,低精度的产品原型会在广度上会缺失很多功能,只有足够用来完成某个特定任务的功能,例如,字处理软件原型会忽略打印和拼写检查功能。
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). 深度依赖于每个功能实际被执行的深度。原型后面是否有实际执行的功能的延续?在深度上的低精度原型可能只包括限制性选择(类似不能打印双面),固定的反馈(经常显示同样的文本,而不是你实际输入的)或者弱化的错误处理信息(当打印机离线时终止)
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. 展现广度和深度的方法是图表显示(参考 Nielsen, Usability Engineering, p. 94),水平方向的原型包括全部的广度,和很少的深度,它的基础是前端没有后续。垂直方向的原型是交谈式的:界面的一个区域被执行到一定的深度。是创建水平方向还是垂直方向的原型依赖于你想规避什么样的风险。在用户界面设计中,水平方向的原型更加普遍,尽管它们会冒可用性的风险。如果一些软件的外观可能会冒执行风险――你不能确认它被执行的结果是否满足需求――于是,你也许会需要构建一个垂直方向的原型来测试它们。
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. 一个特殊的例子出现在原型水平方向和垂直方向的交叉点。一个场景展现了前后端怎样看起来想一个具体的任务。场景对可视化设计非常有效,但是,它们对用户评估是困难的。

More Dimensions of Fidelity 关于精度的更多指标
- Look: appearance, graphic design
看到的:外观、图形设计 -Sketchy, hand-drawn 草图、手绘
- Feel: input method 感觉的:输入手段
-Pointing & writing feels very different from mouse & keyboard 用鼠标和键盘定位和书写有很大的不同
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). 两个重要的关于原型精度的指标是用户从原型看到的和感觉到的。看到的是原型的外观。一个手绘草图原型看起来是低精度,当它与使用了同样的装饰物件表示执行的原型比较时。感觉依赖于用户与原型交互时的物理方式。当用户与纸上模型交互时,用在东西上面点击代表鼠标点击,在纸上写字代替使用键盘输入。这对于桌面程序来说是低精度的感觉。(但是,也许它和pc程序的写字板离得不是太远)
出处:大智交互设计
责任编辑:moby
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