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202. Types of rapid prototypes

There are many different types of rapid prototypes such as full, horizontal and vertical prototypes, high fidelity and low fidelity prototypes, chauffeured prototypes and Wizard of Oz prototypes.

A full prototype is equip with complete functionality although it is often limited by lower performance. A horizontal prototype contains all the high level functionality of a system but minor details of the system are often neglected. A vertical prototype, probably the most respected, contains all of the high level and lower level functions of a specific part of a system. The latter is the most comprehensive in that it concentrates on one area intensively, providing the designer with an explicit knowledge of the particular section of their product.

High Fidelity prototypes can be thought of as prototyping through a medium such as video, where the prototype resembles the final system as close as possible. Commercial organizations often use high fidelity video prototypes because they make their product appear complete and aesthetically pleasing. Low fidelity prototypes tend to be cheaper and faster to develop. Lower fidelity prototypes are produced with materials that are further away from the final version. For instance, a version of a software interface with cut down functionality rather then a fully working high fidelity prototype.

Chauffeured prototyping is a user involved design process. The user watches someone, usually a member of the design team, navigate through the interface system. This method is a way to test an interface to see if it meets the user's needs without the user actually having to perform the lower level actions of the system. It can be useful in determining, for example, the sequence of actions needed to perform a task. Another form of prototyping that involves a third party is called Wizard of Oz prototyping. Here the user is unaware that the developer is sitting at another screen answering the queries and responding to the user. This kind of prototyping is especially useful in the early development stages because the design team is able to get a feel for the user's expectations. Being so involved with the users provides an extra understanding of the users and their needs.

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