Academic literature on the topic 'Low-fidelity prototyp'

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Journal articles on the topic "Low-fidelity prototyp"

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Walker, Miriam, Leila Takayama, and James A. Landay. "High-Fidelity or Low-Fidelity, Paper or Computer? Choosing Attributes when Testing Web Prototypes." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 5 (2002): 661–65. http://dx.doi.org/10.1177/154193120204600513.

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Interface designs are currently tested in a mixture of fidelities and media. So far, there is insufficient research to indicate what level of fidelity and media will produce the best feedback from users. This experiment compared user testing with low- and high-fidelity prototypes in both computer and paper media. Task-based user tests of sketched (low-fidelity) and HTML (high-fidelity) website prototypes were conducted in each medium, separating the testing medium from other factors of prototype fidelity. We found that low- and high-fidelity prototypes are equally good at uncovering usability
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Zhang, Ting, Pei-Luen Patrick Rau, Gavriel Salvendy, and Jia Zhou. "Comparing Low and High-Fidelity Prototypes in Mobile Phone Evaluation." International Journal of Technology Diffusion 3, no. 4 (2012): 1–19. http://dx.doi.org/10.4018/jtd.2012100101.

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This study compared usability testing results found with low- and high-fidelity prototypes for mobile phones. The main objective is to obtain deep understanding of usability problems found with different prototyping methods. Three mobile phones from different manufactures were selected in the experiment. The usability level of the mobile phones was evaluated by participants who completed a questionnaire consisting of 13 usability factors. Incorporating the task-based complexity of the three mobile phones, significant differences in the usability evaluation for each individual factor were found
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Catani, Michael B., and David W. Biers. "Usability Evaluation and Prototype Fidelity: Users and Usability Professionals." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 19 (1998): 1331–35. http://dx.doi.org/10.1177/154193129804201901.

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This study investigated the effect of prototype fidelity on the information obtained from a usability test with potential users of a software product. Users engaged in a series of structured tasks using one of three prototypes which emulated a Microsoft® Windows 95™ based library search computer system and which differed only in their fidelity (low = paper; medium = screen shots, high = interactive Visual Basic prototype). Results indicated there were no significant differences as a function of prototype in the number and severity of problems encountered nor in the subjective evaluation of the
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Zuhana Saidin, Aeni, Nassiriah Shaari, and Asmidah Alwi. "PToolkit Prototype: Mixed Fidelity for Design Idea Transformation." International Journal of Engineering & Technology 7, no. 3.20 (2018): 71. http://dx.doi.org/10.14419/ijet.v7i3.20.18734.

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This paper describes about the design and development of PToolkit prototype. We used both low and high fidelity prototype techniques for development of PToolkit prototype interactive application with expert user collaboration in the design iterative phases. Low fidelity prototype enables exploration for the general layout and information contents, whereas high fidelity prototype allows experimentation in providing experience for intended context and target user group. Both techniques has proved provide experiences in design context, thus allows an early reflection and design transformation.
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Virzi, Robert A. "What can you Learn from a Low-Fidelity Prototype?" Proceedings of the Human Factors Society Annual Meeting 33, no. 4 (1989): 224–28. http://dx.doi.org/10.1177/154193128903300405.

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A case is made for using low-fidelity prototypes early in the design phase of new services. The rationale for this is based upon (1) a model of how user interface designs progress and (2) a call to expediency. The design process is viewed as the successive application of constraints that serve to prune the space of all user interfaces. Some constraints are external (i.e., placed on the service by limits of technology or cost). Other constraints are derived by application of heuristic design principles. Even after these constraints have been applied, the design is still not fully constrained an
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Prakasa, Azmi Iqbal Goldina, and Firman Ardiansyah. "Perancangan User Experience Aplikasi Marketplace Paket Wisata Indonesia untuk Wisatawan Lokal." Jurnal Ilmu Komputer dan Agri-Informatika 5, no. 1 (2018): 51. http://dx.doi.org/10.29244/jika.5.1.51-60.

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Pertumbuhan pariwisata Indonesia meningkat berdasarkan jumlah perjalanan wisatawan lokal dari tahun 2010 hingga 2016 dengan rata-rata 2,02%. Hal tersebut diimbangi dengan perkembangan jumlah Usaha Mikro, Kecil, dan Menengah (UMKM) dalam sektor jasa sebesar 6,71%. Hadirnya marketplace paket wisata memudahkan pencarian dan pemesanan paket wisata bagi wisatawan lokal serta pemasaran jasa oleh UMKM penyedia jasa perjalanan wisata di Indonesia. Penelitian ini berfokus pada perancangan user experience (UX) marketplace paket wisata yang berdasarkan pada kemudahan, efisiensi, dan kegunaan untuk penggu
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Fitriah Ishak, Syahidatul, Zulkifly Mohd Zaki, Khairul Anuar Mohamad, et al. "Formative Evaluation of an Educational Mobile Application: an Interactive MyQiraat Application." International Journal of Engineering & Technology 7, no. 4.15 (2018): 75. http://dx.doi.org/10.14419/ijet.v7i4.15.21375.

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This research is concerned with deploying design pattern and formative evaluation for Qiraat mobile application using both Rapid Application Development (RAD) and User Experience (UX) methodologies. The ultimate aim of this research is to encourage ubiquitous teaching and learning of Qiraat through mobile devices. In this paper, continuous progress of MyQiraat design will be presented. The improvement of MyQiraat version design has been evaluated using high-fidelity and low-fidelity prototypes for MyQiraat version 1 and version 2 respectively. Results show that most participants realized the p
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Dowland, Bob, John Clarkson, and Roberto Cipolla. "A Prototyping Strategy for use in Interactive Robotic System Development." Robotica 16, no. 5 (1998): 517–21. http://dx.doi.org/10.1017/s0263574798000678.

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A number of techniques, grouped under the umbrella term of usability inspection, have been devised in recent years to help software developers focus more closely on the needs of end-users during the development of interactive applications. Central to the use of such methods is the question of how proposed designs can be tested before a complete system has been implemented. This paper discusses the role of high and low-fidelity prototypes used for this purpose in software development and proposes the use of a “variable-fidelity” prototype as an aid to the development of interactive robotic syst
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Fay, D., J. Hurwitz, and S. Teare. "The use of low-fidelity prototypes in user interface design." Applied Ergonomics 22, no. 6 (1991): 420. http://dx.doi.org/10.1016/0003-6870(91)90113-v.

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Carfagni, Monica, Lorenzo Fiorineschi, Rocco Furferi, Lapo Governi, and Federico Rotini. "Usefulness of prototypes in conceptual design: students’ view." International Journal on Interactive Design and Manufacturing (IJIDeM) 14, no. 4 (2020): 1305–19. http://dx.doi.org/10.1007/s12008-020-00697-2.

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AbstractPlanning prototyping strategies for conceptual design purposes is a crucial activity, which needs a clear understanding of the potentialities of the different typologies of prototype. Therefore, to prepare future designers, it is very important to provide the required information in design-related academic courses. However, prototypes and prototyping activities are often taught in specific courses with a major emphasis on the underpinning technologies, but with limited attention on design implications, especially about the fuzzy-front-end of the design process. The work presented in th
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Dissertations / Theses on the topic "Low-fidelity prototyp"

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Åhrén, Emma. "Mobilapplikationen som uppmuntrar barn till fysisk aktivitet : Framtagning av en konceptuell mobilapplikation som ska användas med aktivitetsarmbandet Lifee." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129997.

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Detta examensarbete har bestått av utvecklingen av en konceptuell mobilapplikation som ska uppmuntra barn till fysiskt aktiv lek. Arbetets involverade frågeställningar bestod av hur en mobilapplikation kan utformas för att uppmuntra barn till fysisk aktivitet, samt hur en mobilapplikation kan samverka med ett aktivitetsarmband för att förhöja användarupplevelsen. Utvecklingsarbetet har bestått av en produktutvecklingsprocess tidiga del, och har gått från förundersökning fram till skapandet av en high fidelity prototyp med tillhörande användartester. Produktutvecklingen har inkluderat human-cen
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Olofsson, Marcus. "Designen bakom ett CMS utifrån ett användarcentrerat perspektiv." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23071.

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Ett CMS, vilket är en förkortning av Content Management System, är ett webbaserat program som bidrar med möjligheten för en användare utan programmeringskunskaper att separat uppdatera en hemsidas innehåll. Detta examensarbete går ut på att ta fram en prototyp för ett CMS som är framtagen med hjälp av användarcentrerad design. De tilltänkta slutanvändarna, vilket är anställda hos ett svenskt möbelföretag, har genom en designprocess varit delaktiga och bidragit med designbeslut hur de själva önskar att deras framtida CMS ska vara utformat. Forskningen bakom ett CMS, har end
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Danielsson, Pehr-Henric. "Exploring the effects of different fidelities in an early design process of mobile prototyping." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3716.

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<p>There are a vast number of research and studies undertaken within the domain of user-centered design concerning the design process of an artifact, but still there are questions being raised of the relatively new and successful field of mobile design. During recent years mobile technology have surpassed the standardized thoughts of how to prototype and evaluate such a ubiquitous device. The paper addresses this predicament by discussing aspects of fidelity differences in an early design process of a mobile design. The example being presented refers to a design study of an iPhone-application,
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Kjelsvik, Iselin. "Paper Based Video Prototyping : A study of methods for low fidelity video prototypes in usability testing." Thesis, Umeå universitet, Institutionen för informatik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-45114.

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In the field of Human Computer Interaction (HCI), low fidelity prototypes are a well-established method with solidly defined advantages and disadvantages. Further development of different methods within this field is constantly evolving, and this paper describes the concept of one of these methods, low fidelity video prototypes. It gives a brief introduction to low fidelity video prototyping methods, advantages and disadvantages. The video prototype is compared to paper prototyping, which lies closest to it in the low-fi family. I explain my methods for developing a paper prototype, a video pr
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Trent, Stephen James. "The design and evaluation of a computer-based tool to support the construction and wizard-of-oz testing of low fidelity prototypes." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/s_trent_042409.pdf.

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Thesis (M.S. in computer science)--Washington State University, May 2009.<br>Title from PDF title page (viewed on May 26, 2009). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 66-68).
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Book chapters on the topic "Low-fidelity prototyp"

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Resatsch, Florian. "From Initial Idea to Low-Fidelity Prototype: Easymeeting and the Mobile Prosumer." In Ubiquitous Computing. Gabler, 2010. http://dx.doi.org/10.1007/978-3-8349-8683-2_5.

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Parvu, Andrei, and James Kadirire. "Rapid Prototyping and Usability Problem Identification Using Low and High-Fidelity Prototypes." In Serious Games on the Move. Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-09418-1_7.

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Luna-García, Huizilopoztli, Ricardo Mendoza-González, Laura C. Rodríguez-Martínez, et al. "Contextual Issues in Groupware Applications for Educational Support Groups." In Optimizing Human-Computer Interaction With Emerging Technologies. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2616-2.ch012.

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The objective of this chapter was to identify a set of contextual issues in groupware applications used by educational support groups. The analysis was performed through a Needfindings study where 20 active members of three Mexican federal educational-support groups called USAER were recruited. The analysis considered both users and functional vantage point. The participants (from one USAER) provided feedback and insights from their daily activities related to communication with others and resources access helping to define and understand users' scenarios. This information was classified and distilled as design ideas in low fidelity prototypes constructed by participants themselves under guidance from authors. Finally, prototypes were evaluated by the members of the other two USAER group providing their perception as expert users. The study derived in a set of particular contextual issues that directly influence interactions in group applications. These findings could be take into account by designers as a reliable starting point for well-designed User Interfaces for groupware.
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Conference papers on the topic "Low-fidelity prototyp"

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de Souza Alcantara, Tulio, Jorg Denzinger, Jennifer Ferreira, and Frank Maurer. "Learning gestures for interacting with low-fidelity prototypes." In 2012 First International Workshop on Realizing Artificial Intelligence Synergies in Software Engineering (RAISE). IEEE, 2012. http://dx.doi.org/10.1109/raise.2012.6227967.

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Hosseini-Khayat, Ali, Theodore D. Hellmann, and Frank Maurer. "Distributed and Automated Usability Testing of Low-Fidelity Prototypes." In 2010 AGILE Conference. IEEE, 2010. http://dx.doi.org/10.1109/agile.2010.11.

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Virzi, Robert A., Jeffrey L. Sokolov, and Demetrios Karis. "Usability problem identification using both low- and high-fidelity prototypes." In the SIGCHI conference. ACM Press, 1996. http://dx.doi.org/10.1145/238386.238516.

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Kohler, Barbara, Juan Haladjian, Blagina Simeonova, and Damir Ismailovic. "Feedback in low vs. high fidelity visuals for game prototypes." In 2012 2nd International Workshop on Games and Software Engineering (GAS). IEEE, 2012. http://dx.doi.org/10.1109/gas.2012.6225926.

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Goudsmit, Jos, and Steven Vos. "Exploring Feedback and Instruction Modalities using Low Fidelity Prototypes for Running." In ECCE 2021: European Conference on Cognitive Ergonomics 2021. ACM, 2021. http://dx.doi.org/10.1145/3452853.3452861.

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Derboven, Jan, Dries De Roeck, Mathijs Verstraete, David Geerts, Jan Schneider-Barnes, and Kris Luyten. "Comparing user interaction with low and high fidelity prototypes of tabletop surfaces." In the 6th Nordic Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1868914.1868935.

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Ellman, Asko, Sami Pajunen, Ilari Laine, and Eric Coatanea. "Engineering Design Analysis Tool for Early Design Phase With Low-Fidelity Models: A Case of Hydraulic Crane." In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-67493.

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Model-based product design using computer simulation has become a standard design practice in most companies in mechanical engineering. However, there is a need for efficient simulation tools that can provide design-supporting information already at early design phase when the most important decisions are made. Design process and design tools need to be agile and enable iterative process where the design and its requirements can effectively be iterated. Low-fidelity models can be part of the solution for time issue in early design phase. Low-fidelity prototypes are simplified representations o
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Björnfot, Patrik, and Victor Kaptelinin. "Probing the Design Space of a Telepresence Robot Gesture Arm with Low Fidelity Prototypes." In HRI '17: ACM/IEEE International Conference on Human-Robot Interaction. ACM, 2017. http://dx.doi.org/10.1145/2909824.3020223.

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Ahmed, Salman, Lukman Irshad, and H. Onan Demirel. "Computational Prototyping Methods to Design Human Centered Products of High and Low Level Human Interactions." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98450.

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Abstract Incorporating human factors engineering guidelines early in design has the potential to reduce the cost and product lead-time to market. Also, products that go through strict ergonomics assessments are associated with better comfort and safety ratings. However, designers are often caught in the dilemma of what prototyping method to use when assessing product ergonomics early in design. This is especially problematic during the conceptual design phase before the physical prototypes are available or built. In this research, we explore the computational prototyping dilemma for early desi
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Godinez, K. Derek, Laura S. Gaytán-Lugo, Pablo A. Alcaraz-Valencia, and Rocío Maciel Arellano. "Evaluation of a Low Fidelity Prototype of a Serious Game to Encourage Reading in Elementary School Children." In CLIHC '17: 8th Latin American Conference on Human-Computer Interaction. ACM, 2017. http://dx.doi.org/10.1145/3151470.3156640.

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