Prototyping: A Component for Successful Projects
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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......

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

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