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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Iteration and prototyping
    HCI & Computer GraphicsTopic 25 of 73

    Iteration and prototyping

    2 minread
    377words
    Beginnerlevel

    1. What is Iteration in Design?

    Definition: Iteration is the process of repeatedly refining a design based on feedback, testing, and evaluation. Each cycle improves the design, gradually moving closer to an optimal user experience.

    Key Idea: Design is rarely perfect the first time. Iteration acknowledges that user needs, system constraints, and usability issues evolve during development.

    Purpose of Iteration:

    • Identify and fix usability problems
    • Incorporate user feedback
    • Adapt to changing requirements
    • Reduce errors and inefficiencies

    2. What is Prototyping?

    Definition: Prototyping is the process of creating a preliminary model of a system or interface to explore ideas, test functionality, and gather feedback.

    Key Idea: A prototype is a low- or high-fidelity representation of the final product, allowing designers and users to interact with and evaluate concepts early.

    Types of Prototypes:

    Type Description Fidelity Example
    Paper Prototype Hand-drawn sketches Low Sketch of app screens
    Wireframe Basic digital layout Low-medium Interface layout without styling
    Interactive Prototype Clickable screens Medium-high Figma or Adobe XD interactive demo
    Functional Prototype Working software High Beta version of an app

    3. Relationship Between Iteration and Prototyping

    1. Prototyping is the tool, iteration is the process.
    2. A prototype is tested with users, feedback is collected, and the design is iterated.
    3. Iteration ensures that each version is improved based on real insights rather than assumptions.

    Iterative Prototyping Cycle:

    1. Design/Sketch → 2. Prototype → 3. Test/Evaluate → 4. Analyze Feedback → 5. Refine → Repeat

    4. Benefits of Iteration and Prototyping

    • Early Detection of Problems: Identify issues before full-scale development
    • Cost-Effective: Easier and cheaper to change a prototype than finished software
    • User-Centered: Ensures the system aligns with user needs and expectations
    • Facilitates Communication: Helps designers, developers, and stakeholders understand ideas
    • Encourages Creativity: Supports exploring multiple solutions without commitment

    5. Best Practices

    • Start with low-fidelity prototypes to quickly test ideas
    • Include real users in testing early and often
    • Iterate frequently and incrementally
    • Focus on key tasks and interactions first
    • Document changes and rationale for design decisions

    6. Key Takeaways

    • Iteration and prototyping are central to user-centered design.
    • Prototyping enables early visualization and evaluation of design ideas.
    • Iteration ensures continuous improvement, aligning the system with user needs and usability principles.
    • Together, they reduce risk, improve usability, and enhance user satisfaction.
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    Screen design and layout
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    HCI in Software Process: Software life cycle

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      Est. reading time2 min
      Word count377
      Code examples0
      DifficultyBeginner