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Egger, F.N. (2000). Lo-Fi
vs. Hi-Fi Prototyping: how real does the real thing have to be? "Teaching
HCI"
workshop, OZCHI2000,
Sydney (Australia), December 14-19, 2000
Lo-Fi vs. Hi-Fi
Prototyping: how real does the real thing have to be?
From Lo- to Hi-Fi
Low-fidelity (lo-fi)
prototyping is characterised by a quick and easy translation of
high-level design concepts into tangible and testable artefacts.
Lo-fi is also know as low-tech, as the means required for such
an implementation consist, most of the time, of a mixture of
paper, cardboard, post-it notes, acetone sheets etc. A clear
advantage of lo-fi prototyping is its extremely low cost and the
fact that non-programmers can actively be part of the idea-crystallisation
process.
At the other extreme,
high-fidelity (hi-fi) prototypes are characterised by a
high-tech representation of the design concepts, resulting in
partial to complete functionality. High-tech, however, implies
higher costs, both temporal and financial, and necessitates good
programming skills to implement the prototype. The main
advantage of hi-fi, high-tech prototyping is that users can
truly interact with the system, as opposed to the sometimes
awkward facilitator-driven simulations found in lo-fi
prototyping. Obviously, there is a continuum from low to
high-fidelity prototyping that usually stretches out from early
to late design.
Lo-Fi as a remedy to tunnel
vision
Whatever the background of the
students, it was observed that putting students in a condition
where they do not have the time for high-tech implementations
forces them to focus on the conceptual design stage and explore
design alternatives before deciding which one to carry forward
to the next stage. This is especially important for students
with an IT or SE background, since spending more time on the
conceptual design stage forces them to pay more attention to the
psychological aspects of HCI design. In addition, experimenting
with lo-fi prototypes prevents them from getting tunnel vision
and going for a type of design they are familiar with and know
how to implement, as opposed to the design that best meets the
user requirements.
For example, a group of
students was asked to present the conceptual design of a
hand-held communication device for children aged 9 to 12. Given
that they had only two days to come up with a first design, the
requirements were defined in a brainstorming session within the
group, as they did not have the time to go and talk to actual
children. Despite the fact that the user needs and preferences
were ill-defined, the group opted for a medium-fidelity
prototype. They designed a desktop simulation of a palm-top
device, which looked more like an adult's expensive gadget than
a communication device for children. When asked about the
functionality their system would support, they replied that it
would run Windows CE and thus, that the children would be able
to install whatever they wanted... The point was that these
students rushed through the conceptual design stage only to be
able to present a neat simulation.
Unleashing the students’
creativity by exploring alternatives can best be achieved by
promoting throw-away prototyping. By presenting it as an
exploration phase, students are more likely to focus on the
iterative refinement of their ideas rather than on the details
of their technical implementation. Although some students prefer
to see their ideas turned into a visually pleasing
computer-based system straight away, one should bear in mind
that the refinement of their medium-fidelity prototype might
take precedence over testing the relevance of the system for its
target users. If the educational objective is to teach students
that HCI design consists of several well-defined stages, then
care should be taken that the students do not neglect or skip
parts of the process just because they want to demonstrate their
programming skills.
High-tech as a (potentially)
bad influence
Along the same line of
reasoning, one should be careful not to encourage the use of
whatever sophisticated software package or piece of expensive
technology one’s institute happens to possess. That would
qualify as technology push, an idea that does not really fit the
philosophy of HCI. Indeed, students might use a high-tech
infrastructure only because it is available, even though the
resulting system might not respond to any actual needs people
might have (thus, the system would be high-tech but not
useful...).
Conclusion
The advantages of lo-fi or
low-tech are numerous. In addition to being cheap, fast and
accessible to non-programmers, these rudimentary techniques can
yield a maximum of feedback on design ideas at a minimal cost.
Insisting that students should consider adopting low-tech
throw-away prototyping instead of going straight away for a
computer-based evolutionary prototype might help them explore
alternatives and, above all, focus more on HCI aspects of the
target system.
About the author
Florian N. Egger has a first
degree in Psychology & Philosophy, an MSc in Ergonomics/HCI,
and is currently doing his PhD in HCI. His doctoral research
deals with human factors in business-to-consumer e-commerce
systems, such as trust-inducing features and factors
contributing to a positive user experience. He has been involved
in the active coaching of students enrolled in a Master course
in HCI. These students have a one-year HCI design project in
which they have to go through all phases of design to end up
with a fully-functional system.
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