HOW TO PROTOTYPE
AND INFLUENCE
PEOPLE




aza raskin, creative lead for firefox, @azaaza
TO DESIGN
IS TO INSPIRE
PARTICIPATION
THE VALUE OF AN IDEA IS




        0
UNLESS IT CAN BE
COMMUNICATED
HOW
     WE
 USUALLY
   DEMO
       A
PRODUCT
HOW
     WE
 USUALLY
   DEMO
       A
PRODUCT
SOME CRAZY IDEAS
FIREFOX MOBILE
UBIQUITY & TASKFOX
JETPACK
TABCANDY
NEW TAB EXPERIENCE
COMMUNICATION BANDWIDTH

                               PROTOTYPE


                              MOCKUPS

               ...
COMMUNICATION BANDWIDTH
                       PROTOTYPE


                      MOCKUPS

                 WRITE UP

     ...
COMMUNICATION BANDWIDTH
                       PROTOTYPE


                      MOCKUPS

                 WRITE UP

     ...
COMMUNICATION BANDWIDTH
                                MOCKUPS:
                    PROTOTYPE


                   MOCKUP...
COMMUNICATION BANDWIDTH
                     PROTOTYPE


                    MOCKUPS

               WRITE UP

           ...
COMMUNICATION BANDWIDTH
                  PROTOTYPE


                 MOCKUPS

            WRITE UP

          IDEA




 ...
COMMUNICATION BANDWIDTH
                  PROTOTYPE


                 MOCKUPS

            WRITE UP

          IDEA




 ...
THE GOAL OF
PROTOTYPING
TO CONVINCE YOURSELF
AND OTHERS OF AN IDEA
THE PRINCIPALS OF
PROTOTYPING
0
No matter how good you are,
there is no substitute for trying
it. You are wrong.
1
Aim to finish the first-pass in a
day.
Wii Controller
Palm Pilot
1
Aim to finish the first-pass in a
day.
* Do less.
* If you hit a wall, try another tack.
2
You are making a touchable
sketch.
* You don’t have to paint every line, just the main ones.
* To the user, the interfac...
2
2
2
2
2




    The image psych.
3
A tight feedback loop is key.
* Try try try. (Why we made Jetpack)
* Dogfood
4
You are iterating your solution
as well as your understanding
of the problem.
4
Make the best paper airplane.
4
Make the best paper airplane.
Make a paper plane that glides well.
4
Make the best paper airplane.
Make a paper plane that glides well.
Make a pure paper-plane that glides well and can be
t...
4   Make a pure paper-plane that glides well and can be thrown.

Make a pure paper-plane that glides well, can be
launched...
4
4
Make a pure paper-plane that glides well, can be
launched, has most of its weight up front, and a
non-floppy fuselage.
4
    Make the best paper plane.




    Make a pure paper-plane that glides well, can be
    launched, has most of its we...
5
Treat the code as throw-away,
but be ready to refactor.
The Tools
jQuery + HTML + CSS




jqueryfordesigners.com
0. You are going to get it wrong the fist time.
1. Try to finish the first artifact in a day.
2. Iterate fast. Dogfood muc...
Reach for the a light-weight
prototype first.
THE VALUE OF AN IDEA IS



          0
UNLESS IT CAN BE COMMUNICATED
SELL THE DREAM
PITCH YOU AUDIENCE

HOW DOES IT MAKE THEIR
LIFE BETTER?
SELL THE DREAM
                 *




* not this way
*




* this way
TELL A STORY
BE DRAMATIC
THAT IS
HOW TO PROTOTYPE
AND INFLUENCE
PEOPLE



aza raskin, creative lead for firefox, @azaaza
How to prototype and influence people
How to prototype and influence people
How to prototype and influence people
How to prototype and influence people
How to prototype and influence people
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How to prototype and influence people

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  • How to prototype and influence people

    1. 1. HOW TO PROTOTYPE AND INFLUENCE PEOPLE aza raskin, creative lead for firefox, @azaaza
    2. 2. TO DESIGN IS TO INSPIRE PARTICIPATION
    3. 3. THE VALUE OF AN IDEA IS 0
    4. 4. UNLESS IT CAN BE COMMUNICATED
    5. 5. HOW WE USUALLY DEMO A PRODUCT
    6. 6. HOW WE USUALLY DEMO A PRODUCT
    7. 7. SOME CRAZY IDEAS FIREFOX MOBILE UBIQUITY & TASKFOX JETPACK TABCANDY NEW TAB EXPERIENCE
    8. 8. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO
    9. 9. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO IDEA: Manage your tabs spatially.
    10. 10. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO WRITE UP: That late night email.
    11. 11. COMMUNICATION BANDWIDTH MOCKUPS: PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO
    12. 12. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO PROTOTYPE: See demo
    13. 13. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO
    14. 14. COMMUNICATION BANDWIDTH PROTOTYPE MOCKUPS WRITE UP IDEA VIDEO
    15. 15. THE GOAL OF PROTOTYPING
    16. 16. TO CONVINCE YOURSELF AND OTHERS OF AN IDEA
    17. 17. THE PRINCIPALS OF PROTOTYPING
    18. 18. 0 No matter how good you are, there is no substitute for trying it. You are wrong.
    19. 19. 1 Aim to finish the first-pass in a day.
    20. 20. Wii Controller
    21. 21. Palm Pilot
    22. 22. 1 Aim to finish the first-pass in a day. * Do less. * If you hit a wall, try another tack.
    23. 23. 2 You are making a touchable sketch. * You don’t have to paint every line, just the main ones. * To the user, the interface is the product.
    24. 24. 2
    25. 25. 2
    26. 26. 2
    27. 27. 2
    28. 28. 2 The image psych.
    29. 29. 3 A tight feedback loop is key. * Try try try. (Why we made Jetpack) * Dogfood
    30. 30. 4 You are iterating your solution as well as your understanding of the problem.
    31. 31. 4 Make the best paper airplane.
    32. 32. 4 Make the best paper airplane. Make a paper plane that glides well.
    33. 33. 4 Make the best paper airplane. Make a paper plane that glides well. Make a pure paper-plane that glides well and can be thrown.
    34. 34. 4 Make a pure paper-plane that glides well and can be thrown. Make a pure paper-plane that glides well, can be launched, and has most of its weight up front.
    35. 35. 4
    36. 36. 4 Make a pure paper-plane that glides well, can be launched, has most of its weight up front, and a non-floppy fuselage.
    37. 37. 4 Make the best paper plane. Make a pure paper-plane that glides well, can be launched, has most of its weight up front, and has a non-floppy fuselage.
    38. 38. 5 Treat the code as throw-away, but be ready to refactor.
    39. 39. The Tools jQuery + HTML + CSS jqueryfordesigners.com
    40. 40. 0. You are going to get it wrong the fist time. 1. Try to finish the first artifact in a day. 2. Iterate fast. Dogfood much. 3. You will change the problem you are trying to solve. 4. Plan to throw it away.
    41. 41. Reach for the a light-weight prototype first.
    42. 42. THE VALUE OF AN IDEA IS 0 UNLESS IT CAN BE COMMUNICATED
    43. 43. SELL THE DREAM
    44. 44. PITCH YOU AUDIENCE HOW DOES IT MAKE THEIR LIFE BETTER?
    45. 45. SELL THE DREAM * * not this way
    46. 46. * * this way
    47. 47. TELL A STORY
    48. 48. BE DRAMATIC
    49. 49. THAT IS HOW TO PROTOTYPE AND INFLUENCE PEOPLE aza raskin, creative lead for firefox, @azaaza
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