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Prototyping: A Component for Successful Projects<br />Chris Griffith<br />Qualcomm, Inc.<br />User Experience Group<br />
Available for iPhone<br />http://bit.ly/ctSHPY<br />Conference App Available<br />
What is Prototyping<br />	…incomplete versions of the software program being developed. A prototype typically implements o...
Source: http://www.whattofix.com/blog/archives/2008/05/peace_for_pachy.php<br />
Short Timeframes<br />
Build only what you need<br />
Don’t be afraid to throw it out<br />
Types of Prototyping<br /><ul><li>Low Fidelity
Medium Fidelity
High Fidelity</li></li></ul><li>Low Fidelity<br /><ul><li>Quick to develop
Allows for explorations of ideas
Can be more difficult to conduct user studies
Zero coding!</li></li></ul><li>Paper Prototyping<br />Source: http://usereccentric.com/entries/000333.html<br />
Paper Prototyping<br />
Tools<br />
Resources<br />
Medium Fidelity<br /><ul><li>More “real” user experience
Longer design time
Longer development time
Some level of programming
“Golden Path” / Slideshow</li></li></ul><li>Medium Fidelity<br />
Tools<br />
High Fidelity<br /><ul><li>Closer to reality
Greater design requirements
More development time
Can serve as a reference platform for other groups (Engineering, QA, Marketing)</li></li></ul><li>High Fidelity<br />
Tools<br />
Demos<br />
iPhone Tricks<br /><link rel=“apple-touch-icon” href=“myIcon.png”><br /><link rel=“apple-touch-icon-precomposed” href=“myI...
Source http://usability.wikimedia.org/wiki/File:Research-Photo-LabTesting.jpg<br />
Prototyping Pitfalls<br />
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Prototyping: A Component for Successful Projects

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Ever wonder why some projects just feel ‘right’ and others don’t? Or maybe you might have the Next Big Thing, but aren’t sure if it is going to work? There is an answer to those issues, Build a Prototype!

This presentation will introduce you to the types of prototypes (paper to high fidelity), their benefits and how various Adobe tools can be used to create them. By leveraging prototypes, your team will be able better communication their ideas and avoid costly mistakes.

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  • “We don’t have the time to prototype?”“We can’t afford to prototype. We don’t have the budget.”I’ll cover more of this when I talk about prototyping’s role in testing, but you can uncover potential mistakes, gaps in the application flow, or points of uncertainty.Disneyland and the new Cars Ride1st builder testOvercoming “designer perfection” – Item labels all just fit, elements don’t scroll.
  • Transcript of "Prototyping: A Component for Successful Projects"

    1. 1. Prototyping: A Component for Successful Projects<br />Chris Griffith<br />Qualcomm, Inc.<br />User Experience Group<br />
    2. 2. Available for iPhone<br />http://bit.ly/ctSHPY<br />Conference App Available<br />
    3. 3.
    4. 4. What is Prototyping<br /> …incomplete versions of the software program being developed. A prototype typically implements only a small subset of the features of the eventual program, and the implementation may be completely different from that of the eventual product.<br />(http://en.wikipedia.org/wiki/Software_prototyping)<br />
    5. 5.
    6. 6.
    7. 7.
    8. 8.
    9. 9.
    10. 10. Source: http://www.whattofix.com/blog/archives/2008/05/peace_for_pachy.php<br />
    11. 11.
    12. 12.
    13. 13.
    14. 14.
    15. 15.
    16. 16.
    17. 17.
    18. 18. Short Timeframes<br />
    19. 19. Build only what you need<br />
    20. 20. Don’t be afraid to throw it out<br />
    21. 21. Types of Prototyping<br /><ul><li>Low Fidelity
    22. 22. Medium Fidelity
    23. 23. High Fidelity</li></li></ul><li>Low Fidelity<br /><ul><li>Quick to develop
    24. 24. Allows for explorations of ideas
    25. 25. Can be more difficult to conduct user studies
    26. 26. Zero coding!</li></li></ul><li>Paper Prototyping<br />Source: http://usereccentric.com/entries/000333.html<br />
    27. 27. Paper Prototyping<br />
    28. 28. Tools<br />
    29. 29. Resources<br />
    30. 30. Medium Fidelity<br /><ul><li>More “real” user experience
    31. 31. Longer design time
    32. 32. Longer development time
    33. 33. Some level of programming
    34. 34. “Golden Path” / Slideshow</li></li></ul><li>Medium Fidelity<br />
    35. 35. Tools<br />
    36. 36. High Fidelity<br /><ul><li>Closer to reality
    37. 37. Greater design requirements
    38. 38. More development time
    39. 39. Can serve as a reference platform for other groups (Engineering, QA, Marketing)</li></li></ul><li>High Fidelity<br />
    40. 40. Tools<br />
    41. 41.
    42. 42.
    43. 43.
    44. 44. Demos<br />
    45. 45. iPhone Tricks<br /><link rel=“apple-touch-icon” href=“myIcon.png”><br /><link rel=“apple-touch-icon-precomposed” href=“myIcon.png”><br /><meta name=“apple-mobile-web-app-capable” content=“yes”><br /><link rel=“apple-touch-startup-image” href=“mySplash.png”><br />
    46. 46.
    47. 47. Source http://usability.wikimedia.org/wiki/File:Research-Photo-LabTesting.jpg<br />
    48. 48. Prototyping Pitfalls<br />
    49. 49. Fidelity Trap<br />
    50. 50. “Looks Done to me! Ship IT!”<br />
    51. 51. Prototyping: A Practitioner's Guide<br />
    52. 52.
    53. 53. Keys to Successful Prototyping<br /><ul><li>Short development time
    54. 54. Throw-away code (mostly)
    55. 55. Fake it (when you can)</li></li></ul><li>Q&A<br />
    56. 56. Contact me:<br /><ul><li>cgriffith@qualcomm.com
    57. 57. Twitter: @chrisgriffith
    58. 58. Blog: http://chrisgriffith.wordpress.com/</li></li></ul><li>Thanks!<br />
    59. 59.
    60. 60. Title<br />
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