Gilly Leshed is a senior lecturer in the Department of Information Science at Cornell. Her teaching and research interests are in Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW), in which she uses quantitative and qualitative methods and technology design to examine how individuals and groups accomplish tasks and socialize and the roles information technology plays in these interactions. She is particularly interested in designing interactive technologies that empower marginalized populations. Some of her works include visually-impaired users of social media, smallholder coffee farmers in Latin America, and Amazon Mechanical Turk workers. She is the Director of the Master of Professional Studies in Information Science, and is the faculty supervisor of the Design & Tech Initiative Project Team.
Designers know the power of making improvements based on feedback. As you have seen already, this leads to much stronger designs in the end, but it also helps control costs, as it is far easier (and faster) to make necessary changes to sketches or storyboards than full-featured versions. Eventually, however, your design reaches the point where it needs to be a fully fleshed-out interface with which your users can interact. This is where prototypes come in, to further develop the user interface, examine design decisions and interaction flows, and gather feedback. There are several different considerations and decisions to make when creating prototypes based on what you want to get feedback on, how much you need to develop the interface, and the resources available to you.
In this course, you will create three different interactive prototypes for your design concept: a paper prototype, a medium-fidelity software prototype, and a high-fidelity software prototype. You will also make iterative improvements to your prototypes using rapid evaluation methods, relying on different design principles and heuristics. Throughout this course, you will gain valuable experience working with two prototyping software applications (Balsamiq and Figma), and you will continue to iterate with each prototyping technique toward a more developed user interface design.
The following courses are required to be completed before taking this course:
- Human-Centered Design Essentials
- Effective User Research
- Creating User Personas
- Developing a UX Design Concept
Key Course Takeaways
- Create an interactive paper prototype
- Create an interactive medium-fidelity prototype
- Carry out a heuristic evaluation of the prototype
- Create an interactive high-fidelity prototype
How It Works
Who Should Enroll
- Product managers
- Web designers
- Software developers
- Marketing professionals
- UI/UX designers
- Graphic designers
- Instructional designers
- Accessibility specialists
- Anyone focused on customer experience evaluation