Posted: Tuesday, September 16
Due: Tuesday, September 23, 7AM
Point Total: Reading responses are worth 5% of your total grade.


  1. Required: Hartmann, B. (2009). Prototypes in the Design Process [source link]. From Bjoern Hartmann's Berkeley PhD Dissertation Gaining Design Insight Through Interaction Prototyping Tools [full dissertation here].

  2. Optional: Rettig, M. (1994). Prototyping for tiny fingers. Communications of the ACM, 37(4), 21–27. [source link, official link].

  3. Optional: Houde, S. and Hill, C. (1997). What do Prototypes Prototype? In Handbook of Human-Computer Interaction (2nd Ed.), M. Helander, T. Landauer, and P. Prabhu (eds.): Elsevier Science B. V: Amsterdam, 1997. [source link].

  4. Optional: Dow, S., Glassco, A., Kass, J., Schwarz, M., Schwartz, D., & Klemmer, S. (2010). Parallel prototyping leads to better design results, more divergence, and increased self-efficacy. ACM Transaction on Computer-Human Interaction. 17, 4, Article 18 (December 2010), 24 pages. [official link]. Helps highlight and demonstrate the importance of pursuing prototypes in parallel. We covered this in Lecture 3 (with a video!).

R05 questions/provocations:
  1. Select and describe two benefits of prototyping from Hartmann's article. Why did you select these two?

  2. What is the value of "low-fidelity" prototyping?

  3. Find and provide one example of a "low-fidelity" prototype of a popular product (e.g., iPhone, Nintendo DS, Facebook redesign). Included images and/or links to video. Describe.

  4. In Hartmann's words, what is the definition of a user interface prototype? Do you think this is a good definition? Why or why not?