Prototyping

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Prototyping

  1. 1. Thank you to :: Keith Turner, Nathan Verrill, Mathias Crawford, Ollie Kavanagh, Natalie Fletcher This talk is a prototype. Kat Kavanagh @kassy4 http://thisiscapra.com Sunday, 27 October 13
  2. 2. Hello! Sunday, 27 October 13
  3. 3. Hello! Sunday, 27 October 13
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  9. 9. Defined. A prototype is an early sample, model or release of a product built to test a concept or process or to act as a thing to be replicated or learned from. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. -wikipedia Sunday, 27 October 13
  10. 10. In cognitive science Cognitively we reason using imagination, past experiences to define how we view the world. We use prototypes to help us define how we think about things. But that means that the view the world is inherently distorted by prototypes. Sunday, 27 October 13
  11. 11. “ A good design is better than you think. -Rex Heftman Sunday, 27 October 13
  12. 12. My definition Prototypes efficiently answer designers’* most important questions in the least amount of time. Sunday, 27 October 13
  13. 13. A prototype is not... Sunday, 27 October 13
  14. 14. Sunday, 27 October 13
  15. 15. Product centric. Sunday, 27 October 13
  16. 16. The Role Look & Feel Implementation Houde & Hill Sunday, 27 October 13
  17. 17. Image mapped comps Paper design comps Interactive wireframes Sketches Visual Fidelity Paper wireframes Image mapped sketches Functional Fidelity Sunday, 27 October 13 Rich comp prototype Proof of concept prototype Production ready ‘prototype’ Rich interactive wireframes
  18. 18. “ There is no such thing as high or low fidelity, only appropriate fidelity. - Bill Buxton Sunday, 27 October 13
  19. 19. But why? Sunday, 27 October 13
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  24. 24. Wire Clay Paper Scale Sunday, 27 October 13
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  30. 30. The Role Look & Feel Implementation Houde & Hill Sunday, 27 October 13
  31. 31. Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  32. 32. Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  33. 33. Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  34. 34. Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  35. 35. Role Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  36. 36. Role Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Look Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  37. 37. Role Mathias Crawford, Game designer Theorist, game nerd Nathan Verrill, Director Look Big dreamer, user experience junkie Kat Kavanagh, Interface designer Pixel pusher, product champion and mediator Implementation Mark Borcherding, Developer Devil’s advocate, perfectionist Keith Turner, Developer Logical master, method maker The ‘other devs’ Sunday, 27 October 13
  38. 38. Remote team Sunday, 27 October 13
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  40. 40. Sunday, 27 October 13
  41. 41. PLAYTEST Sunday, 27 October 13
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  67. 67. Why different types of prototypes? Sunday, 27 October 13
  68. 68. “ By prototyping isolated interactions at a high functional fidelity and testing them with users, I can get really good data about whether that interaction works before I base an application around it…. -Fred Beecher Sunday, 27 October 13
  69. 69. The Role Integrated Implementation Houde & Hill Sunday, 27 October 13 Look & Feel
  70. 70. Remote prototyping • It is HARD. • Try out new tools • Maintain excellent communication • Have project owners • Assign roles, and swap them when appropriate Sunday, 27 October 13
  71. 71. We’re convinced already! Sunday, 27 October 13
  72. 72. Iteration is actually expensive • Can’t necessarily reuse code • End up with a messy disjointed product • If over 50% of your code is for your interface, then... Sunday, 27 October 13
  73. 73. dev + design + business Sunday, 27 October 13
  74. 74. Do you have a methodology? Sunday, 27 October 13
  75. 75. Scientific method Sunday, 27 October 13
  76. 76. Desired Outcome Model 1. Who wants it? 2. What’s wanted? 3. What does it get them? 4. How will they know when they have it? 5. What stops them from having it? 6. What problems could having it cause? 7. What must they do to achieve their desired outcome? Sunday, 27 October 13
  77. 77. Backplan Start with the desired outcome. Milestone 1 Sunday, 27 October 13 Milestone 2 Milestone 3
  78. 78. Wing it! But... Sunday, 27 October 13
  79. 79. Wing it! But... • Timebox tasks Sunday, 27 October 13
  80. 80. Wing it! But... • Timebox tasks • Discuss take-away points Sunday, 27 October 13
  81. 81. Wing it! But... • Timebox tasks • Discuss take-away points • Have a curator Sunday, 27 October 13
  82. 82. Wing it! But... • Timebox tasks • Discuss take-away points • Have a curator • Icebox most of the ideas Sunday, 27 October 13
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  89. 89. ON ICE. Sunday, 27 October 13
  90. 90. Requests & Agreements Making Requests Responding to Requests Clarify the want Consider the request Who wants it? What is wanted? What does it get them? How will they know when they have it? Make the request Who is asking? Who is being asked? What do I want you to do? How will I know it is done? By when? Sunday, 27 October 13 Are you clear what is being asked? Do you know the criteria for satisfaction? (What is the minimum required (demanded), what is the ideal (desired)? What context got us here? When does it need to be done by? Make the request Promise, Decline, Counteroffer Commit to commit (When I get more info, I’ll get back to you by x date), Renegotiate
  91. 91. Are you AGILE? Sunday, 27 October 13
  92. 92. Sunday, 27 October 13
  93. 93. Tools should make everything easy. Sunday, 27 October 13
  94. 94. When does prototyping fail? Sunday, 27 October 13
  95. 95. Sunday, 27 October 13
  96. 96. Fail. Sunday, 27 October 13
  97. 97. Fail. • Sunday, 27 October 13 Trying to do too much
  98. 98. Fail. • • Sunday, 27 October 13 Trying to do too much Fidelity is wrong for what you’re testing
  99. 99. Fail. • • • Sunday, 27 October 13 Trying to do too much Fidelity is wrong for what you’re testing Too many assumptions
  100. 100. Fail. • • • • Sunday, 27 October 13 Trying to do too much Fidelity is wrong for what you’re testing Too many assumptions Prototype things too late
  101. 101. Fail. • • • • • Sunday, 27 October 13 Trying to do too much Fidelity is wrong for what you’re testing Too many assumptions Prototype things too late Inability to let go of preconceived ideas
  102. 102. Fail. • • • • • • Sunday, 27 October 13 Trying to do too much Fidelity is wrong for what you’re testing Too many assumptions Prototype things too late Inability to let go of preconceived ideas Test only experts or new users
  103. 103. Doing, not seeing! It’s your turn... Sunday, 27 October 13
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  105. 105. The Role Look & Feel Implementation Houde & Hill Sunday, 27 October 13
  106. 106. Keep in mind • Test one thing: the issue you think is the most complex • • • • Keep fidelity low Sunday, 27 October 13 Let go of preconceived ideas Test ‘in-context’ Test with both expert and new users in mind
  107. 107. Okay... Go! Sunday, 27 October 13
  108. 108. Presenting... Sunday, 27 October 13
  109. 109. Dan + Anna + Me Sunday, 27 October 13
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  113. 113. I think we all agree prototyping should be part of your plan. Sunday, 27 October 13
  114. 114. But, how to sell prototyping time to your boss as part of your work process? Sunday, 27 October 13
  115. 115. Boss cheat sheet Sunday, 27 October 13
  116. 116. Boss cheat sheet 1. Best way to get complete logical interaction loops that make sense (especially for complex interactions) Sunday, 27 October 13
  117. 117. Boss cheat sheet 1. Best way to get complete logical interaction loops that make sense (especially for complex interactions) 2. Whittles out shit ideas Sunday, 27 October 13
  118. 118. Boss cheat sheet 1. Best way to get complete logical interaction loops that make sense (especially for complex interactions) 2. Whittles out shit ideas 3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!) Sunday, 27 October 13
  119. 119. Boss cheat sheet 1. Best way to get complete logical interaction loops that make sense (especially for complex interactions) 2. Whittles out shit ideas 3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!) 4. Can iterate through 10 concepts in a week Sunday, 27 October 13
  120. 120. Boss cheat sheet 1. Best way to get complete logical interaction loops that make sense (especially for complex interactions) 2. Whittles out shit ideas 3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!) 4. Can iterate through 10 concepts in a week 5. Can address risks and problems early on before they become dangerous for the business Sunday, 27 October 13
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  123. 123. Iteration is expensive.... Go forth and Prototype! Sunday, 27 October 13
  124. 124. Thank you. Sunday, 27 October 13 @kassy4 http://thisiscapra.com

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