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Monday, April 14, 2008
Effective Prototyping Methods
The following are notes from the Interaction08 session - Effective Prototyping Methods, presented by Jonathan Arnowitz of SAP Labs.
- Sketching v.s Prototyping: not a dichotomy but a continuum
- Start 90% sketching, end 90% prototyping
- Everyone can prototype, prototyping is not always design, it's communication
- Transparency of the design process
- Don't start knowing exactly where you want to go, it's about making errors and fixing them quickly
- Exercise: define prototype = we all had different definitions
- Prototype = model of a design that is complete or incomplete, but is specific
- Most important design artifact in a software project
- Need to determine right level of specificity (phase of the project, audience, etc.)
- Everyone can prototype, as long as 1 person is in the driver seat
- Use the tool you know best
- Exercise: quick prototype of 1 screen of a contact system; we all made assumptions about the product
- Process: Understand users > Design UIs > Prototype > Ensure Usability
- Helps to verify requirements
- Select design criteria: ex. users should feel in control, speak the user's language, minimize user's memory load
- "Squishy", need to use your gut
- After prototype is done, set an expiration date on it and plan for that, communicate to stakeholders
posted by: carrie ritch in interaction design
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