This document provides an overview of prototyping for software development. It defines prototyping as using simplified models to explore design ideas, requirements, and functionality. Prototyping benefits include verifying assumptions, clarifying requirements, identifying issues early, and minimizing risks. The document outlines best practices for prototyping, including following a process of planning, preparation, design, results, and deployment. This process involves verifying requirements, defining users, developing task flows, determining prototype characteristics, and reviewing and validating the design.
This presentation was made by Adam Monago in China in 2009. It covers topics like
Agile and Analysis: Common Misconceptions
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Agile Analysis Life Cycle
Defining Objectives and Trade-Offs
Welcome to Innovation Territory - ProductCamp Vancouver 2013Cynthia DuVal
Cynthia DuVal along with colleagues Stewart Rogers and Elizabeth Yeung describe a design ethnography and innovation discovery project we did for a software company that resulted in a 5-year innovation roadmap.
This workshop shows you how quickly build and market a results oriented website. We cover strategy, processes, tools and tactics that online leaders are using to dominate the web.
This course is run live and online monthly: http://www.meetup.com/rowdfw
This presentation was made by Adam Monago in China in 2009. It covers topics like
Agile and Analysis: Common Misconceptions
Agile Analysis
Agile Analysis Life Cycle
Defining Objectives and Trade-Offs
Welcome to Innovation Territory - ProductCamp Vancouver 2013Cynthia DuVal
Cynthia DuVal along with colleagues Stewart Rogers and Elizabeth Yeung describe a design ethnography and innovation discovery project we did for a software company that resulted in a 5-year innovation roadmap.
This workshop shows you how quickly build and market a results oriented website. We cover strategy, processes, tools and tactics that online leaders are using to dominate the web.
This course is run live and online monthly: http://www.meetup.com/rowdfw
Agile Methods for NTU Software EngineersAndy Marks
A 1 hour presentation given to 2nd year NTU students on Feb 29 2012 by Jolly Tan.
Covers a brief overview of Agile, a comparison of XP and Scrum and finishing with a quick introduction to Lean Startup, Lean and Continuous Delivery thinking.
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For decades the gold standard for measuring project success has been the project management iron triangle: on time, on budget, on scope. Despite increasingly more rigorous planning strategies, the average project is still 45% over budget, delayed by 63% and missing 1/3 of the promised functionality.
Worse yet, this obsession with certainty is reducing quality, innovation and value while burning out web development teams - and things are only getting more difficult.
A new way of thinking is needed to build truly successful projects. This session presents modern strategies and methodologies that have continually proven to beat the averages. We will review the latest research and advice from the world’s foremost software engineers. The session will conclude with a breakdown of the innovative methodologies that drive the majority of the world’s leading websites.
This session is for anyone looking to build more successful projects. Project owners will learn how to drive innovation, faster and with less cost. Your development team will learn how to continually deliver better work with less stress and long weekends.
A brief overview of Reilly Studios retail design capabilities. Creating inspired retail and brand environments for financial institutions and retailers nationwide.
Slides from my talk at UCD2012 (London) and UX Cambridge 2012.
Case study of how I run research at music start up Songkick and insight into our product development process
Link to a video of the same talk at Bunnytalk
http://www.bunnyfoot.com/blog/?p=1886&preview=true (15 mins - excluding Q&A)
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
The Map is not the Territory. All team members have different maps while talking about and doing the project.
The cost of failure increases as we move the project to the final. So in order to reduce this effect you should intervene into tasks' discussion as early as possible. So how does 32dayz solve this problem?
Here is the presentation I gave at the OSU COE Summit on April 9th - Lean Product Development – going beyond tools and processes, and taking ownership of the product!!
When developing a product, the tools and processes you choose to use can certainly have an impact on the quality and speed to market. However the best tools and processes alone do not guarantee success. Product ownership is the key success differentiator! In this session we will examine the role and key responsibilities of a Product Owner and discuss the importance of leadership, ownership and championing that leads to product development success.
I used a lot of resources from Pichler Consulting - they have done a great job at illustrating some of the main concepts around Product Ownership and Product Owner role.
Agile Methods for NTU Software EngineersAndy Marks
A 1 hour presentation given to 2nd year NTU students on Feb 29 2012 by Jolly Tan.
Covers a brief overview of Agile, a comparison of XP and Scrum and finishing with a quick introduction to Lean Startup, Lean and Continuous Delivery thinking.
Building Results Oriented Websites: The Method That Ends the MadnessTom McCracken
Content Management Systems gives you a huge tool box to deliver features. As CMSs accelerates the development cycle, the question changes from “How do we build sites?” to “What should we build?” This session presents the strategies and methodologies we have learned and used over the last 12 years to build results driven websites.
For decades the gold standard for measuring project success has been the project management iron triangle: on time, on budget, on scope. Despite increasingly more rigorous planning strategies, the average project is still 45% over budget, delayed by 63% and missing 1/3 of the promised functionality.
Worse yet, this obsession with certainty is reducing quality, innovation and value while burning out web development teams - and things are only getting more difficult.
A new way of thinking is needed to build truly successful projects. This session presents modern strategies and methodologies that have continually proven to beat the averages. We will review the latest research and advice from the world’s foremost software engineers. The session will conclude with a breakdown of the innovative methodologies that drive the majority of the world’s leading websites.
This session is for anyone looking to build more successful projects. Project owners will learn how to drive innovation, faster and with less cost. Your development team will learn how to continually deliver better work with less stress and long weekends.
A brief overview of Reilly Studios retail design capabilities. Creating inspired retail and brand environments for financial institutions and retailers nationwide.
Slides from my talk at UCD2012 (London) and UX Cambridge 2012.
Case study of how I run research at music start up Songkick and insight into our product development process
Link to a video of the same talk at Bunnytalk
http://www.bunnyfoot.com/blog/?p=1886&preview=true (15 mins - excluding Q&A)
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
The Map is not the Territory. All team members have different maps while talking about and doing the project.
The cost of failure increases as we move the project to the final. So in order to reduce this effect you should intervene into tasks' discussion as early as possible. So how does 32dayz solve this problem?
Here is the presentation I gave at the OSU COE Summit on April 9th - Lean Product Development – going beyond tools and processes, and taking ownership of the product!!
When developing a product, the tools and processes you choose to use can certainly have an impact on the quality and speed to market. However the best tools and processes alone do not guarantee success. Product ownership is the key success differentiator! In this session we will examine the role and key responsibilities of a Product Owner and discuss the importance of leadership, ownership and championing that leads to product development success.
I used a lot of resources from Pichler Consulting - they have done a great job at illustrating some of the main concepts around Product Ownership and Product Owner role.
This is a summary of the process to follow when creating and building websites and other such online media. It's a project process overview for thos in need of such a structure to help run their projects and for clients to get a better idea of how the whole process works. There ar of course other ways of running your projects but this is a good tried and tested stage by stage way of doing it. I've included responsibilities and example outputs as well as key things to do and watch out for each stage.
A short presentation I gave at Krishna Engineering College, Coimbatore on what exactly is user experience. The audience were both graduate and under-graduate students of engineering.
APMP Foundation: Managing Time, Cost and QualityBid to Win Ltd
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Slides and worksheets from a workshop presented at the IA Summit, 2011
During any product development process, interaction designers and researchers must communicate with internal and external team members and decision makers. All too often we talk the UX talk but we forget to walk the UX walk: we send out deliverables without thinking about our needs, the needs of the recipients and what we want to achieve.
Creating design deliverables that address the needs, goals and constraints of those team members will enhance your credibility as a design expert while improving the overall effectiveness of your organization.
This presentation includes a lean framework for understanding users' needs and goals that can help you design the right deliverable (or interface) at the right time for any working environment.
Upgrading to TFS 2012: What You Need to Know!Imaginet
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This presentation provides an overview of the role of testers on agile teams.
In essence, the differences between testers and developers should blur so that focus is the whole team completing stories and delivering value.
Testers can add more value on agile teams by contributing earlier and moving from defect detection to defect prevention.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
White wonder, Work developed by Eva TschoppMansi Shah
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A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
4. Prototyping
T he use of simplified and complete models of a design to explore ideas,
elaborate requirements, refine specifications, and test functionality
- William Lidwell et al, Universal Principles of Design, 2003
5. Prototyping
A means to an end; its purpose is to identify the flaws in your work, early
in the process, while you still have time to do something about it
- Dennis G. Jerz, 2000
7. Prototyping
Technique used to
express the strategy
Design Your Strategy for an
Effective (User) Experience
8. Prototyping
I t’s one thing to talk about them and have storyboards and another thing
to see them for real.
- Robert Hoekman, Jr
9. Prototyping
Why… Benefits…
Explore •
•
Verifies or disproves assumptions
Clarifies requirements – helps set
Validate expectations and avoid
confusion
Test • Helps identify issues early on
• Brings user perspective early in
Communicate the process
• Minimizes risks/costs
Reduce • Keeps coding rework to a
minimum
10. Prototyping Without it, the success of the project
relies on a high risk gamble of chance
11. What Are They?
• Complete or partial model of a design concept
• Planned for a specific planned purpose
• Customized for a distinct audience
Prototypes • Framed by assumptions - articulated in
requirements
• Planned with specific characteristics
• Portraying specific content and fidelity
• Performed using a specific method
• Created with a specific tool
12. The challenges of gathering How the Customer How the Project Leader How the Analyst How the Programmer How the Business
and analyzing requirements… explained it understood it designed it wrote it Consultant described it
Prototypes can aid
matching requirements!
How the project was What was actually How the customer was How it was supported What the customer
documented built billed really needed
13. Adapted from a true story…
Product management wants a 1000W mobile hairdryer…
Product management likes the sketch
so we created a prototype…
The initial prototype was great, but customers want it in
green then blue and eventually red
14. Can you imagine if there’s no prototyping and validation?
Product management wants a 1000W mobile hairdryer…
A likely result
16. B est practice prototyping requires a process -- an effective one.
Prototyping should not be a random act of design
Michael Arent, Director of user interface standards, SAP
17. Diagram of the iterative design and critique process
Warfel, Todd Zaki. 2009. Prototyping: A Practitioner's Guide
18. The Prototyping
Process Plan
•Verify Requirements
•Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
19. •Verify Requirements
Plan •Define Users
•Develop Task Flows
Business
•Marketing
•Salability
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Development Design •Define Design Criteria
•Create the Design
•Technical
•Functional
•Usage
•Review the Design
Results •Validate the Design
•Deploy the Design
20. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
21. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
22. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
23. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
24. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
25. QUIS Plan
•Verify Requirements
•Define Users
•Develop Task Flows
NAU
PUEU
USE
•Determine Characteristics
Prepare
SUS
•Define Content & Fidelity
•Choose a Method & Tool
CSUQ ASQ Design •Define Design Criteria
•Create the Design
PHUE
PUTQ
NHE
•Review the Design
Results •Validate the Design
•Deploy the Design
26. 16
•Verify Requirements
14 Plan •Define Users
•Develop Task Flows
Number of Unique Usability Issues
12
10 •Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Low
8
Medium
High
6
Design •Define Design Criteria
•Create the Design
4
2
•Review the Design
Results •Validate the Design
•Deploy the Design
0
Design 1 Design 2 Design 3
27. •Verify Requirements
Plan •Define Users
•Develop Task Flows
•Determine Characteristics
Prepare •Define Content & Fidelity
•Choose a Method & Tool
Design •Define Design Criteria
•Create the Design
•Review the Design
Results •Validate the Design
•Deploy the Design
34. You can prototype with just about anything
• Software you already know is usually better than specialized tools
• There is no one size tool that fits all
35. The method of prototyping you use will change
as your software product develops and evolves…
36. Common Mistakes
• Focusing too much on a particular tool
• Prototyping either too much or too little
• Prototyping the wrong thing
• Not setting expectations for what the prototype
will be
• Prototyping late and infrequently
38. In Summary…
1. Aids the definition of important design artefacts in a software project
2. Achieving a rational design outcome with or without user-centered design
3. Facilitates a process that supports timely design iterations and explorations
4. Prototyping itself also needs a process
5. You can prototype with just about anything
6. We need to start ASAP!