LEADER 03209nam 2200577za 450 001 9910159459703321 005 20211005111452.0 010 $a1-4919-5403-5 010 $a1-4919-5407-8 010 $a1-4919-5408-6 035 $a(MiAaPQ)EBC4785196 035 $a(CaSebORM)9781491954072 035 $a(OCoLC)970351827 035 $a(OCoLC)ocn970351827 035 $a(CKB)3710000001008878 035 $a(EXLCZ)993710000001008878 100 $a20170126d2017 uy 0 101 0 $aeng 135 $aur|n|nnn||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPrototyping for designers $edesigning the best digital and physical products /$fKathryn McElroy 205 $a1st ed. 210 $aBeijing $cO'Reilly$d2017 215 $a1 online resource (xxii, 300 p.) $cill 320 $aIncludes bibliographical references and index. 327 $a1. What is a prototype? -- 2. Why we prototype -- 3. Fidelity for prototypes -- 4. The process of prototyping -- 5. Prototyping for digital products -- 6. Prototyping for physical products -- 7. Testing prototypes with users -- 8. Pulling it all together - SXSW tasting experience -- 9. What we have learned. 330 $aPrototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals and methodologies behind prototyping - and demonstrating how to prototype for both physical and digital products - this practical guide helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process. Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You'll gain valuable insights for improving your product, whether it's a smartphone app or a new electronic gadget. Learn similarities and differences between prototyping for physical and digital products; Know what fidelity level is needed for different prototypes; Get best practices for prototyping in a variety of mediums, and choose which prototyping software or components to use; Learn electronics prototyping basics and resources for getting started; Write basic pseudocode and translate it into usable code for Arduino; Conduct user tests to gain insights from prototypes. 606 $aNew products 606 $aInventions 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software$xDevelopment 606 $aUser-centered system design 606 $aRapid prototyping 615 0$aNew products. 615 0$aInventions. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aApplication software$xDevelopment. 615 0$aUser-centered system design. 615 0$aRapid prototyping. 676 $a607.2 700 $aMcElroy$b Kathryn$01212852 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910159459703321 996 $aPrototyping for designers$92800828 997 $aUNINA