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INFO2222 · Computing 2 Usability and Security

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Chapter 3 of 12 · INFO2222

Design and Prototyping

Week 3 turns design ideas into testable artefacts: personas and scenarios bring requirements to life, and prototypes let stakeholders interact with a design before it is built. Justifying a prototyping choice — low- vs high-fidelity, horizontal vs vertical — is exactly the kind of apply-and-select item the final exam asks, and the ideas feed directly into the group project's design work.

In this chapter

What this chapter covers

  • 01Personas (fictional but realistic target users) and scenarios (informal narratives in the user's own vocabulary)
  • 02Two aspects of design: conceptual design (the idea, metaphors, interaction types) vs concrete/physical design (the details)
  • 03Interface metaphors (e.g. the desktop) — advantages (easier to learn) and disadvantages (constrain the design)
  • 04Interaction styles: instructing, conversing, manipulating, exploring, responding — chosen per task
  • 05What a prototype is and why prototype: early feedback, team communication, feasibility, cheap change, reflection
  • 06Fidelity: low-fidelity (paper, Wizard-of-Oz — quick, cheap, changeable) vs high-fidelity (near-final, interactive, slower to change)
  • 07Scope: horizontal prototype (wide, shallow) vs vertical prototype (narrow, deep); usually combine both
  • 08The revision trap: low-fidelity prototypes CAN still gather user feedback (a common false statement)
Worked example · free

Choose a prototype's fidelity and scope for an early design

Q [4 marks]. A team has just sketched three competing home-screen layouts for a new study-planner app and wants quick reactions from students before committing to one. For a later milestone they must prove that one tricky feature — importing a class timetable end to end — actually works. (a) What fidelity and scope suits the first task, and why? (b) What suits the second? (c) A teammate claims 'we can't get any user feedback until we build a high-fidelity prototype.' Is that correct? (4 marks)
  • +1(a) For quick reactions to three competing layouts, use a low-fidelity, horizontal prototype (e.g. paper sketches or wireframes): it is cheap and fast to change, and horizontal scope shows a wide range of screens at shallow detail so students can react to the overall structure.
  • +1Justify the low-fidelity choice: at an early stage with many open questions you want to explore alternatives and revise them cheaply; fidelity should rise only as open questions shrink (lo-fi → hi-fi).
  • +1(b) For proving the timetable-import feature works end to end, use a vertical prototype at higher fidelity: vertical scope means deep detail on a few functions, and higher fidelity is warranted because you are now testing technical feasibility of one specific path.
  • +1(c) The teammate is incorrect. Low-fidelity prototypes CAN gather user feedback — that is a main reason to build them. Waiting for a high-fidelity build wastes the cheap, early feedback that catches the biggest problems.
(a) Low-fidelity, horizontal — cheap, fast to change, shows the breadth of screens for reactions to structure. (b) High(er)-fidelity, vertical — deep detail on the one feature to test feasibility. (c) False — low-fidelity prototypes are made precisely to get early user feedback. Fidelity should rise only as open questions close.
Sia tip — Keep the two axes separate: fidelity is how finished it looks/feels (paper vs near-final), scope is how much it covers (horizontal = wide and shallow, vertical = narrow and deep). The examiner's favourite trap is the false claim that low-fidelity prototypes can't gather feedback — read such statements carefully for the negative.
Glossary

Key terms

Persona
A fictional but realistic character representing a target user group, with a name, role, demographics, goals, environment and a representative quote. Built from user research and refined to about three to five; kept realistic (no humour, no excess personal detail).
Scenario
An informal narrative (Carroll) describing users' activities and tasks in their own vocabulary. It helps designers spot stakeholders, artefacts, what is central, and the constraints and irritations of a task.
Conceptual vs concrete design
Conceptual design is the idea of the product — what users can do and the metaphors and interaction types needed to understand it. Concrete (physical) design is the detail — widgets, colours, icons, layout — subject to practical constraints. The two are intertwined and iterated together.
Prototype fidelity
How close a prototype is to the final product. Low-fidelity (paper, cardboard, Wizard-of-Oz) is quick, cheap and easily changed; high-fidelity uses near-final materials, is interactive and detailed but slower to change, and risks people thinking it is finished.
Horizontal vs vertical prototype
Horizontal = a wide range of functions at shallow detail (good for overall structure). Vertical = deep detail on a few functions (good for testing one path or feasibility). A typical approach combines both.
Wizard of Oz
A low-fidelity technique where the user believes they interact with a computer, but a hidden human 'wizard' interprets input and generates responses per an algorithm. Good for simulating complex or futuristic functionality early.
FAQ

Design and Prototyping FAQ

When should I use a low-fidelity versus a high-fidelity prototype?

Use low-fidelity early, when many questions are open: paper sketches and wireframes are cheap and fast to change, so you can explore and discard alternatives quickly and still get real user feedback. Move to high-fidelity as the open questions shrink and you need to test interaction detail or technical feasibility. High-fidelity is more resource-intensive and slower to modify, and there is a risk that users and management treat it as finished and are reluctant to criticise it.

What is the difference between horizontal and vertical prototypes?

They describe scope, not polish. A horizontal prototype covers a wide range of functions with little depth — good for evaluating the overall structure and navigation. A vertical prototype implements a few functions in full depth — good for testing one important path end to end or proving feasibility. Real projects usually combine a broad overview with a couple of deep paths.

Is it true that low-fidelity prototypes can't get user feedback?

No — that is a classic false statement the revision material calls out. Gathering early user feedback is one of the main reasons to build a low-fidelity prototype. Read exam statements like this carefully, because the multiple-answer format often plants a plausible-sounding negative.

Can AI help me with design and prototyping in INFO2222?

Yes, as a study aid. Sia can help you draft or critique a persona, tell a persona from a scenario from a user story, and reason about which fidelity and scope suits a design stage and why. Use it to rehearse the concepts and sharpen your project's design justification; it does not produce your graded project deliverables, and the University of Sydney academic-integrity policy applies.

Study strategy

Exam move

Build two quick reference cards. Card one: the fidelity axis (low = paper/Wizard-of-Oz, cheap and changeable; high = near-final, interactive, slow) and the scope axis (horizontal = wide/shallow, vertical = narrow/deep), because exam items ask you to pick and justify a combination for a given stage. Card two: personas vs scenarios vs user stories, so you can tell them apart, plus the five interaction styles and the pros/cons of interface metaphors. Rehearse the rule 'fidelity rises as open questions close', and memorise the false-statement trap that low-fidelity prototypes cannot get feedback. Apply all of this to your own group-project design so the revision doubles as project work. Confirm assessment weights and deadlines on Canvas.

Working through Design and Prototyping in INFO2222? Sia is AskSia’s AI Computer Science tutor — ask any INFO2222 Design and Prototyping question and get a clear, step-by-step explanation grounded in how INFO2222 is taught and assessed. Read this chapter free, then take your hardest questions to Sia.

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