Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
A brief introduction to sculpture and the different mediums and manifestations of it, including kinetic, bas-relief, carvings, readymade, bronze casting, contructions, installations, earthworks, and more. Based on the textbook, "Gateways to Art" (Thames and Hudson: 2012).
A brief introduction to sculpture and the different mediums and manifestations of it, including kinetic, bas-relief, carvings, readymade, bronze casting, contructions, installations, earthworks, and more. Based on the textbook, "Gateways to Art" (Thames and Hudson: 2012).
In this section of Unification Thought a theory of art is considered. Culture defines the totality of human activities and Art is placed at the center of these cultural activities as the essence of such proceedings. However, the theory of art also reveals concerns over tendencies towards decadent expressions of what might otherwise be ideals; these serving humanity in a positive, ethical and affirmative way. World culture may therefore face a serious crises if this negative tendency persists. Accordingly, it is reasoned, a new culture and a true art movement might be both advantageous and relevant for our times.
Through human history the arts have frequently played a leading role in bringing about change. The Renaissance period is a clear example of this, where the arts heralded a systemic change in this cultural epoch. Yet, art supplied a more questionable contribution to the Russian Revolution, thus in the revolutionary period the arts formed as a style known as Social Realism. This throws in to question, what the term art, might mean. For the most part, Social Realism became the instrument of a materialistic dialectic, serving the state rather than a principle of inspirational and autonomous creativity.
The function and the purpose of the arts are therefore examined here in this light and a counterproposal to social realism is presented. Believing the future will more and more, move towards a profound and universal expression of the arts, it is more pressing than ever to present a new theory of art from the viewpoint of transcendent and immanent perspectives; something Unification Thought suggests, belongs to a philosophy of religion rather than a state orchestrated doctrine.
For a full text go to: http://www.unification-thought.org/neut/Neut07.html
A short presentation about the Visual Arts that discusses the meaning of visual arts, the types, philosophical perspective, its subject, sources, and levels of meaning. This presentation was created for the subject Humanities: Art Appreciation.
In this section of Unification Thought a theory of art is considered. Culture defines the totality of human activities and Art is placed at the center of these cultural activities as the essence of such proceedings. However, the theory of art also reveals concerns over tendencies towards decadent expressions of what might otherwise be ideals; these serving humanity in a positive, ethical and affirmative way. World culture may therefore face a serious crises if this negative tendency persists. Accordingly, it is reasoned, a new culture and a true art movement might be both advantageous and relevant for our times.
Through human history the arts have frequently played a leading role in bringing about change. The Renaissance period is a clear example of this, where the arts heralded a systemic change in this cultural epoch. Yet, art supplied a more questionable contribution to the Russian Revolution, thus in the revolutionary period the arts formed as a style known as Social Realism. This throws in to question, what the term art, might mean. For the most part, Social Realism became the instrument of a materialistic dialectic, serving the state rather than a principle of inspirational and autonomous creativity.
The function and the purpose of the arts are therefore examined here in this light and a counterproposal to social realism is presented. Believing the future will more and more, move towards a profound and universal expression of the arts, it is more pressing than ever to present a new theory of art from the viewpoint of transcendent and immanent perspectives; something Unification Thought suggests, belongs to a philosophy of religion rather than a state orchestrated doctrine.
For a full text go to: http://www.unification-thought.org/neut/Neut07.html
A short presentation about the Visual Arts that discusses the meaning of visual arts, the types, philosophical perspective, its subject, sources, and levels of meaning. This presentation was created for the subject Humanities: Art Appreciation.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
UX Prototyping (UXiD) - Handout by Anton Chandra and Bahni MahariashaAnton Chandra
This is handout presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Much of the thought around Lean UX focuses on design groups within product organizations (startups and enterprises). What happens when you try to use Lean design methodologies inside of an agency.
This presentation was given at the Lean UX Meetup in San Francisco on May 30, 2012.
Introduction to Prototyping - Scottish UPA - June 2011Neil Allison
Presented to the Scottish Usability Professionals Association, Edinburgh, 22 June 2011.
Covering the basics, the benefits, some tools, some tips and a case study.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
This is a quick overview of my design process which I can hardly call my own, because most of it is based on the work done by various experts in the field. I have compiled this to make it easier for anyone to get a quick overview of an end to end research to development lifecycle.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
Prototyping - the what, why and how at the University of EdinburghNeil Allison
Edited highlights of my prototyping training session. These slides are essentially the intro to a 3 hour practical, collaborative learning experience using pencil/paper and Balsamiq. The slides cover:
- What is prototyping?
- Prototypes and the design process
- Example projects
- How to prototype
- Case study: Website search results page
- Balsamiq demo
This is a presentation I created for the web/mobile development bootcamp students of Lab12 (Spring 2017 Cohort).
It is an introduction to the fundamentals of user experience and interface design (UX/UI) for developers. This presentation also covers how to collaborate effectively with designers, as well as tips for building their project with a user-centered design mindset.
Special thanks to Roberta Voulon (Lab12), Ziad Saab (DecodeMTL) , Cassie L. Rheaume (Lighthouse Labs), Kevin Khoury (DecodeMTL), and David Rowley for your input.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Get hands-on advice for rapid Agile prototyping in a product team.
You'll learn:
- How to determine the right depth and breadth for MVP prototypes.
- How to prioritize use cases for prototyping.
- How to elicit the right stakeholder and user feedback.
- How to correctly annotate prototypes for dev and QA.
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
UX & GDPR - Building Customer Trust with your Digital ExperiencesStephen Denning
This briefing was held as part of User Vision's 'Breakfast Briefing' series in Feb 2018. It looks at what GDPR means for businesses and for the UX of digital experiences.
Eye-tracking is a powerful tool in UX research, but one that is often discounted due to perceived cost, complexity and ambiguity of results. In this presentation for UX Scotland 2017, Stephen shared some steps that can be taken to help ensure that eye-tracking can bring benefit to research projects.
UX Strategy is a term that has been around for quite a while but is often not really well understood or implemented in business. Some companies have dedicated UX teams while others have a single UX champion who is struggling to make sense or identify what UX means to their organisation. How can organisations start thinking about how to bake UX into how they work? This tutorial at UXPA 2015 in San Diego, CA, took a pragmatic look at deconstructing what UX and UX strategy means to organisations, and looked at a framework to provide practical strategies to help connect UX Strategy to Business Strategy with the aim of truly embedding user insights and user centered design into the culture of their organisations.
UCD 2013 - Shapes & Patterns: The Role of Pre-Attentive Psychology in DesignStephen Denning
Pre-attentive psychology tries to explain how our brains perceive visual information and organise it into meaningful patterns and structures, all in a fraction of a second. Understanding how this works gives us crucial building blocks for how to structure user interfaces.
This talk looked at some of the principles and how they give us guidelines for layout and structure. Most of us already do this without realising it but understanding why and how we do it makes us more effective when we come to design (or evaluate) user interactions!
Intro to Axure 7 - User Vision Breakfast BriefingStephen Denning
Axure 7 is the latest version of the successful prototyping software and offers some interesting new functionality. This presentation introduces the new version (in beta at the time of the presentation) and highlights some of the headline additions, including the "Repeater Widget" and "Adaptive Views".
Pre-attentive psychology tries to explain how our brains perceive visual information and organise it into meaningful patterns and structures, all in a fraction of a second. Understanding how this works gives us crucial building blocks for how to structure user interfaces. This talk will introduce Gestalt psychology and look at some of the Gestalt laws and how they give us guidelines for layout and structure. You probably already do this without realising it but understanding why and how we do it will make us more effective when we come to design (or evaluate) user interfaces!
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
3. What we will cover…
• Background
• What is a prototype?
• Why use prototypes?
• A brief look at the toolkit
• Prototyping principles
4. What is the User Experience (UX)?
user experience:
n. the overall experience and satisfaction a user has when using a
product or system
5. Concept/Plan
• Contextual Analysis
• User Profiling/Persona
development
• User Needs Analysis
• Competitor Analysis
Design
• Wireframing
• Prototyping
• IA Analysis
• Co-Design Workshops
Evaluate
• Usability Testing
• Expert Evaluation
• Eye-tracking
• Accessibility Audits
Live Support
• Customer Surveys
• Analytics
• A/B Testing
• Multi-variate Testing
A User-Centred Design (UCD) process
6. Where are we…?
• Background
• What is a prototype?
• Why use prototypes?
• A brief look at the toolkit
• Prototyping principles
7. What is a prototype?
“An approximation of a product (or system) or its components, in
some form, for a definite purpose in its implementation”
(Chua, Leong & Lim)
“A visualisation of the requirements”
(Arnowitz)
“A representative model or simulation of the final system”
(Warfel)
9. What is a prototype?
Three dimensions:
1. Scope (Distinct aspect Entire product/service)
2. Form (Abstract Tangible)
3. Fidelity (Rough representation Exact representation)
11. Where are we…?
• Background
• What is a prototype?
• Why use prototypes?
• A brief look at the toolkit
• Prototyping principles
12. The goal of prototyping
“The goal of prototyping is to
convince yourself and others of an idea”
An idea has no value
Unless it can be communicated!
(Raskin)
13. Why use prototypes?
“My perspective is that the bulk of our industry is organized around the
demonstratable myth that we know what we want at the start, and how to
get it, and therefore build our process assuming that we will take an
optimal, direct path to get there. Nonsense. The process must reflect that
we don't know and acknowledge that the sooner we make errors and
detect and fix them, the less (not more) the cost.” (Bill Buxton)
14. Why use prototypes?
Prototyping allows us to...
Brainstorm
Design
Create
Test
Communicate
...interaction design concepts and user interfaces, early in the design
process and in a cost effective manner.
15. When applied early and often, the use of prototypes can
save time and effort, reduce waste and ultimately save money
Why use prototypes?
Benefits
They help to generate ideas
They can communicate aspects of the design that cannot be
adequately communicated by other artefacts
They increase understanding, add clarity and reduce
misinterpretation
They can be updated quickly to reflect changes
They can enable quicker identification of mistakes and risks
16. Where are we…?
• Background
• What is a prototype?
• Why use prototypes?
• A brief look at the toolkit
• Prototyping principles
17. A look at some tools
#1 Paper
#2 Office tools
#3 Vector drawing tools
#4 Web based tools
#5 Purpose-built prototyping tools
#6 HTML
18. #1 - Paper
Paper, pen, scissors, tape & post-its (Blue Peter prototyping)
Best use: To test specific interactions or competing concepts
Advantages: Fast, cheap, computer-less, lack of realism/aesthetics
Disadvantages: Not easily distributed, lack of realism/aesthetics
19. #2 – Office tools
PowerPoint, Excel, Keynote
Best use: To add basic interaction to flat designs, dashboards (Excel)
Advantages: Cheap, easy to pick up, easy to import graphics, some
interactivity, basic data/graph incorporation (Excel)
Disadvantages: Largely linear, limited editing/drawing
20. #3 – Vector drawing tools
e.g. MS Visio, Omnigraffle, Adobe InDesign, etc.
Best use: Medium/high-fidelity screen mock-ups
Advantages: Use of stencils, precise layout, potential richer interactivity
Disadvantages: More cost, interactivity requires coding knowledge
21. #4 – Web-based tools
e.g. Protoshare, Mockingbird, Protonotes
Best use: For distributed teams
Advantages: Online, collaborative, easily shared
Disadvantages: Less rich interactions, no HTML export
22. #4 – Web-based tools
Example: Protoshare
Features:
Browser-based access
Distributed comment &
review
States and dynamic
interactions
Export HTML, CSS,
JavaScript
Produce Word/PDF specs
23. #5 – Prototyping tools
e.g. Axure RP Pro, iRise, MockupScreens, Balsamiq, Fireworks
Best use: More complete/complex models
Advantages: Fast, rich interaction, collaboration, generate specs, HTML
export
Disadvantages: Costly, longer to pick up, not (always) reusable
24. #5 – Prototyping tools
Example: Axure RP Pro
Features:
Drag-and-drop
Custom widgets and masters
Rich interactions
Multiple platform templates
Mobile prototypes
Collaboration/version-control
Export to HTML
Word/PDF specs
25. #6 - HTML
Fully-fledged web pages
Best use: For finalising design decisions
Advantages: Full interaction, expandable, easily transportable
Disadvantages: Time and effort, requires expertise
26. Where are we…?
• Background
• What is a prototype?
• Why use prototypes?
• A brief look at the toolkit
• Prototyping principles
27. Six Prototyping principles (Raskin)
#1 Your first try will be wrong.
• No matter how good you are, there is no substitute
for trying it out
• Budget for it
• Design for it
28. Six Prototyping principles (Raskin)
#2 Aim to finish a usable artifact in a day
• This helps you focus and scope
• Do less
• Don’t be afraid to start again
29. Six Prototyping principles (Raskin)
#3 You are making a touchable sketch
• Do not fill in all the blanks
• Focus on key contentelements
• Remember the goal of the prototype
30. Six Prototyping principles (Raskin)
#4 You are iterating your understanding of
the problem as well as your solution
• Use the process to evaluate, validate and clarify your
requirements
• Be prepared to admit you were wrong!
• Establish a tight feedback loop
31. Six Prototyping principles (Raskin)
#5 Borrow liberally
• Don’t reinvent the wheel
• Don’t waste time with the painting and decorating
32. Six Prototyping principles (Raskin)
#6 Tell a story with your prototype
• Think about your personas
• Think about your user’s journey
• It isn’t just a set of features
• Sell the idea!
33. Other resources
Prototyping
Todd Zaki Warfel
Paper Prototyping
Carolyn Snyder
Effective Prototyping
Jonathan Arnowitz
Sketching User
Experiences
Bill Buxton
A few web resources:
• Prototyping Tools Review (http://goo.gl/QHI6m)
• “Prototypically speaking” prototyping blog (http://softwareprototyping.net/)
• Effective Prototyping site (http://www.effectiveprototyping.com/)
35. Stephen Denning
Senior User Experience Consultant
User Vision
55 North Castle Street
Edinburgh
EH2 3QA
T: 0131 225 0850
E: stephen@uservision.co.uk
W: www.uservision.co.uk
Thank You