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
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. 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. “
A good design is
better than you
think.
-Rex Heftman
Sunday, 27 October 13
30. The Role
Look & Feel
Implementation
Houde & Hill
Sunday, 27 October 13
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. 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. 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. 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. 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. 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. 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
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
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
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
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. Backplan
Start with the desired outcome.
Milestone 1
Sunday, 27 October 13
Milestone 2
Milestone 3
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
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. 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. 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
105. The Role
Look & Feel
Implementation
Houde & Hill
Sunday, 27 October 13
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
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. 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. 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. 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. 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