The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Breaking the fidelity barrier: an examination of our current characterization of prototypes and an example of a mixed-fidelity success
Abstract
This paper presents a summary of the space of commonly-used HCI prototyping methods (low-fidelity to high-fidelity) and asserts that with a better understanding of this space, HCI practitioners will be better equipped to direct scarce prototyping resources toward an effort likely to yield specific results. It presents a set of five dimensions along which prototypes can be planned and characterized. The paper then describes an analysis of this space performed by members of the NASA Ames Human-Computer Interaction Group when considering prototyping approaches for a new set of tools for Mars mission planning and scheduling tools. A description is presented of a prototype that demonstrates design solutions that would have been particularly difficult to test given conventional low- or mid- fidelity prototyping methods. The prototype created was "mixed-fidelity," that is, high-fidelity on some dimensions and low-fidelity on others. The prototype is compared to a preexisting tool being redesigned and to a tool that has been developed using the prototype. Experimental data are presented that show the prototype to be a good predictor of eventual user performance with the final application. Given the relative cost of developing prototypes, it is critical to better characterize the space of fidelity in order to more precisely allocate design and development resources.
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In the citing paper
“Several researchers report that some usability issues can not be discovered unless the prototype provides a broad functional scope with a high degree of refinement, in particular for visual appearance and interactive behaviour (Liu and Khooshabeh 2003;McCurdy et al. 2006).”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as McCurdy et al. 2006
In the citing paper
“Prototyping can be used to explores a product's business potential from the customer perspective, and to assess the value of the product and likeliness of purchase (McCurdy et al. 2006;Zink et al. 2017) and the product's ability to fit within time and budget constraints (Zink et al. 2017).”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as McCurdy et al. 2006
In the citing paper
“While there is a correspondence between different kinds of prototype media and the scope of these, the cost of producing prototypes, the gains and types of learning that can be obtain from these varies with the media (McCurdy et al. 2006;Zainuddin and Liu 2012).”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as McCurdy et al. 2006
In the citing paper
“A prototype can be constructed using a range of techniques and media, including sketching on paper (Hendry et al. 2005) or in PowerPoint, using a prototyping tool to produce a wireframe or a mock-up (Liu and Khooshabeh 2003), or using an early version of product software as your prototype (McCurdy et al. 2006;Sefelin et al. 2003).”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as McCurdy et al. 2006
In the citing paper
“Furthermore, we note that studies report contradicting results on the relationship between prototype scope and the feedback that can be obtained, and thus the purpose that can be fulfilled.”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as McCurdy et al. 2006
Citations
Cites
Rettig, M. (1994) · Communications of the ACM · doi:10.1145/175276.175288 · Cited by 440
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- Houde , S. , and Hill , C . What do prototypes prototype? In Helander , M.G., Landauer, T.K. and Prabhu, P. (eds), Handbook of Human-Computer Interaction , 2 nd edition. Amsterdam, The Netherlands : Elsevier Science , 367--381. 1997 . Houde, S., and Hill, C. What do prototypes prototype? In Helander, M.G., Landauer, T.K. and Prabhu, P. (eds), Handbook of Human-Computer Interaction, 2nd edition. Amsterdam, The Netherlands: Elsevier Science, 367--381. 1997.
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- Olsen , H. , Balancing fidelity in prototyping: Choosing the right level of graphic detail, interactivity, breadth and depth. The Interaction Designer's Coffee Break , Issue 13 http://www.guuui.com/issues/03_05.php , 2005 Olsen, H., Balancing fidelity in prototyping: Choosing the right level of graphic detail, interactivity, breadth and depth. The Interaction Designer's Coffee Break, Issue 13 http://www.guuui.com/issues/03_05.php, 2005
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Cited by
Sorted by citations
An empirically based model of software prototyping: a mapping study and a multi-case study
Bjarnason, E., Lang, F., & Mjöberg, A. (2023) · Empirical Software Engineering · doi:10.1007/s10664-023-10331-w · Cited by 75
Kubullek, A.-K., Zimmer, L., Ly, T. T. M., & Dogangün, A. (2025) · Proceedings of the 37th Australian Conference on Human-Computer Interaction · doi:10.1145/3764687.3764711 · Cited by 1
Metadata
- Authors
- McCurdy, M., Connors, C., Pyrzak, G., Kanefsky, B., & Vera, A.
- Affiliations
- Ames Research Center (US)
- Apple (United States) (US)
- San Jose State University (US)
- University of California, Santa Cruz (US)
- Carnegie Mellon University (US)
- Venue
- Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2006-04-22
- Pages
- 1233-1242
- OpenAlex
- W2054263556
- Cited by
- 192
- References
- 1
- Citations by year
- 2026: 13 · 2025: 8 · 2024: 13 · 2023: 11 · 2022: 7 · 2021: 15 · 2020: 5 · 2019: 11 · 2018: 15 · 2017: 11 · 2016: 3 · 2015: 5 · 2014: 10 · 2013: 17 · 2012: 8
- FWCI
- 5.37
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Keywords
- low-fidelity prototyping, high-fidelity prototyping, user performance prediction
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