Fidelity is defined in a number of ways in the literature and the
debate in this forum is reminiscent of the debate about low versus hi
fidelity that has been going on for about 20 years.  The major
questions that show up in the debates include:

How do you define fidelity?
What are the dimensions of fidelity?
When is low-fidelity preferred over high fidelity?
What are the major problems with both low and high fidelity prototypes?
Can you find the same usability problems using low-fidelity and
high-fidelity prototypes?
(More recently, here and in Bill Buxton's new work) Are sketches prototypes?

Here are a few definitions and some of the articles and books that
discuss issues around fidelity and prototyping.

Arnowitz, Arent, & Berger (2007) have published an excellent and
detailed book that describes a range of prototyping methods including
card sorting (prototyping the information structure), Wizard of OZ
prototyping, wireframes, paper prototypes, storyboards, coded
prototypes, blank model prototypes, and video prototypes.  Each
chapter describes a process and the issues with various prototyping
methods.  Arnowitz and his colleagues refer to 6 levels of fidelity:

- Information design fidelity
- Interaction design fidelity
- Visual design fidelity
- Editorial fidelity
- Branding expression
- System performance

Some other definitions:
• Tullis (1990) Fidelity is the degree to which a prototype represents
the appearance and interaction of the product.
• Virzi (1989) "To the extent that a person using a prototype cannot
distinguish it from the final system, the prototype is high fidelity.
If the prototype can readily be distinguished from the service, then
fidelity is low." (Virzi, p. 224)
• Nielsen (1989) uses the concept of vertical versus horizontal
prototypes (bread versus depth of functionality)
• Virzi, Sokolov, & Karis (1996) Four primary dimensions of fidelity:
breadth of features, degree of functionality, similarity of
interaction, and aesthetic refinement.

Another view of the dimensions of prototyping from the work of Houde
and Hill in the 1997 Handbook of HCI involves three "dimensions" or
questions that various types of prototypes can answer: Look & Feel
(What is it like to look at and interact with the product?), Role
(What can this product do for the user?), and "Implementation (How can
the product be made to perform its functions?).  Houde and Hill give a
large number of examples of protoytpes that fall at different places
on these 3 dimensions (they use a triangle to illustrate this in their
article).  For example, a "storyboard" could be a powerful way to
prototype the role of the product (what can this product do for the
user?), but not very useful on Implementation or look & feel.  The
premise behind the Houde and Hill article is that a portfolio of
prototypes can examine each of these questions or areas (Arnowitz and
colleagues also take that approach).  Similarly, a developer might
write code to test the performance of something like a new search
feature in the actual code with no UI and this would be at the extreme
of the implementation end though the testing might influence the UI
depending on potential performance issues.

Some other "dimensions of prototyping that don't come up as much as
fidelity include:
- Ownership
- Discardibility
- Support required for creation and evaluation
- Ease of change
- Degree of user involvement  (GOMS can be considered a way to
prototype system performance or compare two designs, but it doesn't
require any users versus other methods that do require users).
- Integration with other tools

Tom Erickson (1995) classified prototypes into two categories:  vision
prototypes (which could be high-aesthetic fidelity interactive
prototypes like the Apple Knowledge Navigator vision prototype (1988)
.  Erickson and others have noted that rough paper sketches may not be
powerful enough to get funding to work on a real project, but there is
also the danger that slick vision prototypes like the Apple Knowledge
Navigator video can result in inappropriate expectations (which
occurred with the Apple video).

The terminology for prototypes varies a lot between companies with the
exact same thing called a "mockup" in one company and a "paper
prototype" in another.  Wireframes can range from roughed out block
diagrams to pixel-performance high-gloss images for example.

So, what I get from reading through the debates here and in the
literature is that there are a number of dimensions of fidelity and
various combinations of levels of fidelity are required to answer
different questions (and to get funding) and different levels of
fidelity can be used throughout the product design process.  You can
also have hybrid prototypes that mix working prototypes with paper or
video for example.

Chauncey









Some research on the fidelity issue can be found at:
http://guir.berkeley.edu/projects/fidelity/pubs/Walker_HFES_2002.htm



On Nov 11, 2007 8:03 AM, Todd Zaki Warfel <[EMAIL PROTECTED]> wrote:

> How do you define lo-fi and hi-fi?
>
> Let's take an on-line banking application, for example. What's the lo-
> fi prototype? What's the hi-fi prototype?
________________________________________________________________
*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/

________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... [EMAIL PROTECTED]
Unsubscribe ................ http://www.ixda.org/unsubscribe
List Guidelines ............ http://www.ixda.org/guidelines
List Help .................. http://www.ixda.org/help

Reply via email to