Microsoft Office Tutorials and References
In Depth Information
affordance
A visual clue to the function of a user interface object.
assumption
An unvalidated requirement.
audience A group of stakeholders intended to view or interact with a prototype.
Audiences fall roughly into two categories: internal and external to the software
creation and development team.
canvas
An empty Excel worksheet page that has been prepared for prototyping.
characteristics Traits that define or characterize a prototype. Until recently, high
and low fidelity, in addition to rapid, have been the primary traits of focus. Eight
high-level prototyping characteristics are defined in Chapter 3 of Effective
Prototyping for Software Makers: Fidelity (high-low per prototype content); Audience:
internal/external; stage: early/midterm/late; Speed: rapid/diligent; Longevity: short/
medium/long; Expression: conceptual/experiential; Fidelity: low/medium/high; Style:
narrative/interactive; and Medium: physical/digital.
color key A color palette or graphical representation of the way colors are used
within a prototype or design.
content The elements that make up a prototype, such as blocks of text, branding
elements, icons, graphics, interaction controls, and so on.
design guidelines A set of design rules that inform the design and layout of
screens. They do not guarantee a good design but rather provide guidance to
achieve best-practice designs.
Dreamweaver
An application that is used to create HTML-based user interfaces.
fidelity Prototyping characteristic: A degree of prototype detail and finish that
conceptually represents real system user interface elements graphics, text content,
interactivity, functionality, and performance. Fidelity ranges from very low to very
high. Each stage of prototyping contains design elements that can be represented
by a mix of fidelities.
 
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