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Designing a persistent online strategy game - Department of ...

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8 Chapter 2. Methods<br />

perform brainwriting as well, such as passing ideas on to the next person who then<br />

develops the idea further [55].<br />

2.5 Prototyping<br />

Prototyping is used to test and communicate a design. With prototypes different designs<br />

can be examined more closely. They can also be used to evaluate usability and clarify<br />

requirements [52].<br />

A prototype can be anything from a sketch on a piece <strong>of</strong> paper to complex s<strong>of</strong>tware. Two<br />

main kinds <strong>of</strong> prototyping are high-fidelity (hi-fi) and low-fidelity prototyping (lo-fi).<br />

Hi-fi prototypes are similar in look and feel to the final product, but they do not have<br />

the same functionality. Hi-fi prototypes can for example be used to test the usability<br />

with end users. A problem with hi-fi prototypes is that the users may expect too much<br />

<strong>of</strong> them, because it looks like a real product. They may also be reluctant to suggest too<br />

drastic changes in the design.<br />

Lo-fi prototypes are simple and cheap prototypes, <strong>of</strong>ten made in paper. They can be<br />

sketches <strong>of</strong> the user interface or a usage scenario <strong>of</strong> the product. Lo-fi prototypes are<br />

used to explore different design ideas. One disadvantage <strong>of</strong> lo-fi prototypes is that it<br />

might be hard to predict how the users will interact with the final system [52].<br />

2.6 Evaluation<br />

Evaluating the design is a very important part <strong>of</strong> designing an interactive system. It<br />

can be performed to make sure that all requirements are met, that the product is usable<br />

and to determine if users like to use the product. Evaluation has traditionally concerned<br />

users’ objective performance, such as time to complete a task, but there is a growing<br />

trend towards also evaluating users’ subjective experience [52].<br />

Evaluation can be performed in a lab or in a natural environment. In the lab interaction<br />

can be observed as an isolated event and the evaluator has more control over the<br />

situation. Some aspects are however best evaluated in their natural environment. In<br />

real life, interaction can be interrupted by telephone calls, people and other tasks, which<br />

makes it harder to perform a task from the beginning to the end. Some systems are also<br />

meant to be used by several people. If it is important to see how a system is used in<br />

real life, it can be better to evaluate it where it is actually meant to be used.<br />

Evaluation can roughly be divided into two sets <strong>of</strong> methods; those that involve users<br />

and those that do not. A widely used method that does not involve users is heuristic<br />

evaluation. In heuristic evaluation an evaluator checks the system against a list <strong>of</strong> design<br />

guidelines. The purpose is to find areas where the system violates the guidelines and<br />

correct them. Heuristic evaluation can be performed early in the design when there is<br />

no real system to test with users.<br />

Involving users in evaluation can be performed in different ways. One way is to interview<br />

them, this way the evaluator can learn their thoughts and feelings about a system. But<br />

the evaluator can not see how the users interact with the system. Another way is to

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