Prototyping techniques for different problem contexts
CHI '89 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SIGDOC '92 Proceedings of the 10th annual international conference on Systems documentation
A mathematical model of the finding of usability problems
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Communications of the ACM
International Journal of Human-Computer Studies
Low vs. high-fidelity prototyping debate
interactions
Prototypes as assets, not toys: why and how to extract knowledge from prototypes
Proceedings of the 18th international conference on Software engineering
Usability problem identification using both low- and high-fidelity prototypes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Web site design: a case study in usability testing using paper prototypes
IPCC/SIGDOC '00 Proceedings of IEEE professional communication society international professional communication conference and Proceedings of the 18th annual ACM international conference on Computer documentation: technology & teamwork
Customizable physical interfaces for interacting with conventional applications
Proceedings of the 15th annual ACM symposium on User interface software and technology
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Integrating hardware and software: augmented reality based prototyping method for digital products
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Paper or interactive?: a study of prototyping techniques for ubiquitous computing environments
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Forming interactivity: a tool for rapid prototyping of physical interactive products
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
The calder toolkit: wired and wireless components for rapidly prototyping interactive devices
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
A laboratory method for studying activity awareness
Proceedings of the third Nordic conference on Human-computer interaction
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
Guest Editors' Introduction: Rapid Prototyping for Ubiquitous Computing
IEEE Pervasive Computing
Multipurpose Prototypes for Assessing User Interfaces in Pervasive Computing Systems
IEEE Pervasive Computing
Evaluating Early Prototypes in Context: Trade-offs, Challenges, and Successes
IEEE Pervasive Computing
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
Rapid and rich prototyping: proof of concepts for experience
ECCE '08 Proceedings of the 15th European conference on Cognitive ergonomics: the ergonomics of cool interaction
Combining distinct graduate and undergraduate HCI courses: an experiential and interactive approach
Proceedings of the 40th ACM technical symposium on Computer science education
Stop-motion prototyping for tangible interfaces
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Novel interface for first person shooting games on PDAs
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
The people-prototype problem: understanding the interaction between prototype format and user group
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
High-Fidelity Prototyping of Interactive Systems Can Be Formal Too
Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
The efficacy of prototyping under time constraints
Proceedings of the seventh ACM conference on Creativity and cognition
Comparing user interaction with low and high fidelity prototypes of tabletop surfaces
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
The impact of concept (re)presentation on users' evaluation and perception
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Prototyping iPhone apps: realistic experiences on the device
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Supporting rapid design and evaluation of pervasive applications: challenges and solutions
Personal and Ubiquitous Computing
Why context is important when gathering design feedback: an e-commerce case study
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Investigation of indirect oral operation method for think aloud usability testing
HCD'11 Proceedings of the 2nd international conference on Human centered design
Maximizing learning and guiding behavior in free play user generated content environments
Proceedings of the 17th ACM annual conference on Innovation and technology in computer science education
Designing and Evaluating Mobile Interaction: Challenges and Trends
Foundations and Trends in Human-Computer Interaction
Mobile augmented reality: exploring design and prototyping techniques
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Dolls as props representing users in design: physical qualities and their application
Proceedings of the 24th Australian Computer-Human Interaction Conference
Understanding the fidelity effect when evaluating games with children
Proceedings of the 12th International Conference on Interaction Design and Children
Comparing Low and High-Fidelity Prototypes in Mobile Phone Evaluation
International Journal of Technology Diffusion
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Validation of low-fidelity prototyping test results is difficult because we cannot claim whether the results are the effect of the prototype itself or the essence of the design concept we try to evaluate. However, it will cost too much if we implement a fully functional prototype for more valid evaluation. In this research, we provide a qualitative and reflective analysis of usability evaluations of a text messaging functionality of a mobile phone by comparing three types of prototyping techniques---paper-based and computer-based and fully functional prototype. This analysis led us to realize how significantly the unique characteristics of each different prototype affect the usability evaluation in different ways. We identify what characteristics of each prototype causes the differences in finding usability problems, and then suggest key considerations for designing more valid low-fidelity prototypes based on this analysis.