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2 cards from this section. Quick, good the night before a test.
What is a prototype?
Think about what helps us explore and test ideas.
What is the purpose of role-playing in prototyping?
How do we see our design in action?
What is a primary benefit of low-fidelity prototyping?
Which prototypes are quicker to create?
True or False: High-fidelity prototypes are typically less interactive than low-fidelity prototypes.
Think about how detailed and involved they are compared to low-fidelity ones.
Design a prototype for a new school event management app. Describe each step using the classroom cycle example and illustrate how you would gather and implement feedback at each stage.
Think about how you would approach this process step-by-step.
Reflect on a previous project you worked on. How would you apply the iterative cycle we discussed today to enhance that project? Provide specific examples of the feedback and adjustments you would make.
Refer to the cycle steps as a guide in your reflection.
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