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Usability
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===Prototyping methods=== It is often very difficult for designers to conduct usability tests with the exact system being designed. Cost constraints, size, and design constraints usually lead the designer to creating a prototype of the system. Instead of creating the complete final system, the designer may test different sections of the system, thus making several small models of each component of the system. Prototyping is an attitude and an output, as it is a process for generating and reflecting on tangible ideas by allowing failure to occur early.<ref>{{Cite journal|last1=Short|first1=Eden Jayne|last2=Reay|first2=Stephen|last3=Gilderdale|first3=Peter|date=2017-07-28|title=Wayfinding for health seeking: Exploring how hospital wayfinding can employ communication design to improve the outpatient experience|journal=The Design Journal|volume=20|issue=sup1|pages=S2551βS2568|doi=10.1080/14606925.2017.1352767|issn=1460-6925|doi-access=free}}</ref> prototyping helps people to see what could be of communicating a shared vision, and of giving shape to the future. The types of usability prototypes may vary from using paper models, index cards, hand drawn models, or storyboards.<ref name=wickens /> Prototypes are able to be modified quickly, often are faster and easier to create with less time invested by designers and are more apt to change design; although sometimes are not an adequate representation of the whole system, are often not durable and testing results may not be parallel to those of the actual system. ==== The Tool Kit Approach ==== This tool kit is a wide library of methods that used the traditional programming language and it is primarily developed for computer programmers. The code created for testing in the tool kit approach can be used in the final product. However, to get the highest benefit from the tool, the user must be an expert programmer.<ref name="North-Holland">{{Citation|last1=Wilson|first1=James|title=Chapter 39 - Rapid Prototyping for User Interface Design|date=1988-01-01|url=http://www.sciencedirect.com/science/article/pii/B9780444705365500440|work=Handbook of Human-Computer Interaction|pages=859β875|editor-last=Helander|editor-first=MARTIN|publisher=North-Holland|language=en|doi=10.1016/b978-0-444-70536-5.50044-0|isbn=978-0-444-70536-5|access-date=2020-04-02|last2=Rosenberg|first2=Daniel|url-access=subscription}}</ref> ==== The Parts Kit Approach ==== The two elements of this approach include a parts library and a method used for identifying the connection between the parts.Β This approach can be used by almost anyone and it is a great asset for designers with repetitive tasks.<ref name="North-Holland"/> ==== Animation Language Metaphor ==== This approach is a combination of the tool kit approach and the part kit approach. Both the dialogue designers and the programmers are able to interact with this prototyping tool.<ref name="North-Holland"/>
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