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Empirical Study of Prototype Attributes: Fidelity and Medium

A 2 x 2 empirical study of early stage prototype attributes' effects upon user testing results, using the following working definitions of "Fidelity" and "Medium" attributes:

Fidelity - the amount of similarity between a prototype and the final product, including characteristics such as methods of interaction, visual appearance, level of detail, content, etc. High-fidelity prototypes are more similar to the final product than low-fidelity prototypes.

Medium - the type of platform on which the prototype is presented (i.e., on a computer screen using mouse and keyboard methods of interaction, on a piece of paper using Wizard-of-Oz-ed methods of interaction).

Motivation & Methodology:

  • DENIM is a prototyping tool designed for web designers that creates prototypes combining the prototype attributes of low-fidelity and computer medium, breaking the more traditional coupling of low-fidelity with paper medium and high-fidelity with computer medium.
  • This study sought to investigate the separate factors of fidelity and medium in terms of their effects upon user testing results.
  • We ran a user testing experiment in which participants carried out several tasks on two different websites under two different fidelity conditions (low-fidelity and high-fidelity) and in two different media (paper and computer).

Procedure:

  • Early-stage online banking websites were created, purposefully incorporating usability problems in order to elicit a large number of comments from users.
  • Each participant tested the two websites in the same fidelity but different media.
  • Participants performed five typical online banking tasks: setting up an account, e-mailing themselves a statement, setting up automatic bill payments, finding the value of foreign currency, and moving money between accounts.
  Low-fidelity Prototype High-fidelity Prototype
Website A

Website B

Data:

  • We recorded participants thinking aloud and prompted them to make additional comments at the end of each task.
  • Behavioral data (e.g., confusion or frustration) was noted and followed up with users at the end of the task, as were unusual or incorrect paths.
  • Comments were extracted from the behavioral data.
  • Similar comments were then categorized into issues.
  • Issues were categorized into Nielsen's heuristics by web design professionals.

Analysis:

  • We then tested the independent variables of fidelity and medium in a factorial design, repeated-measures experiment. The 2-by-2 design counterbalanced low- and high-fidelity, computer and paper media.

Findings:

  • Low- and high-fidelity prototypes are equally good at uncovering usability issues.
  • Usability testing results were also found to be independent of medium, despite differences in interaction style.

The Take-Home Message

Designers should choose whichever medium and level of fidelity suit their practical needs and design goals, as discussed in this paper:

Publication

Walker, M., Takayama, L., and Landay, J. (2002) High-fidelity or low-fidelity, paper or computer medium? Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting (in press).
PDF (465 K) | HTML

Human Factors and Ergonomics Society Presentation
PPT (2874K)

Contact Information

· Copyright © 1998-2003 by the Regents of the University of California · Last updated Wednesday December 18 2002