Mock-ups are used by designers mainly to acquire feedback from users about designs and design ideas early in the design process. Mock-ups are 'very early prototypes' made of cardboard or otherwise low-fidelity materials. The user, aided by the designer, may test the mock-up (imagining that it works) and thus provide valuable feedback about functionality/usability/understanding of the basic design idea/etc.
The advantages of mock-ups (and prototypes) are numerous. For example:
Mock-ups address the idea captured in a popular engineering one-liner:
You can fix it now on the drafting board with an eraser or you can fix it later on the construction site with a sledge hammer.
Figure 1 shows a mock-up of a calendar application for school kids made of cardboard and plastic. The mock-up was used to test early design ideas with school children and thus obtain early feedback in the development process. Alternative spellings: Mockup/mockups.
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Figure 1: Cardboard Mockup of a calendar application for school kids
After a couple of tests with the mock-up, it was made into a prototype programmed in Macromedia Flash (figure 2). The prototype was more 'polished' and allowed for more interactivity. Using prototype, various scenarios of use (use cases) were tested with the users, after which the Flash prototype was built into a real application (programmed in Java).
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Figure 2: The same calendar application,
this time as a prototype made in Macromedia Flash.
Most projects may benefit from using mock-ups early in the design process. Figure 3 shows a mock-up of a webpage being tested by a user.
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Figure 3: A mock-up of a website
(source and copyright of picture is unknown)
Please note: The terms "mock-ups", "low-fidelity prototypes", or "paper prototypes" are usually used as synonyms.
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Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.
-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996
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Eva Hornecker explains the evolving concept of Tangible Interaction.
Read Eva's insightful entry here..