Prototypingwith virtually no budget and no tech skills!
Why prototype?•   Mobile development can get pricey•   Mobile development can take time and can get    bogged down•   Prot...
Considerations
The Basics •   Building Prototypes should be EASY •   Prototypes should not need to be pixel     perfect •   Prototypes go...
Fidelity vs. Functionality  •   Functional Fidelity and Visual Fidelity  •   You need to envision the goals for the      p...
Fidelity vs. Effort
A few prototyping     options.
Paper prototypePros •     Inexpensive •     EasyCons •     Doesnt really emulate the UX •     Hard to pull off a complicat...
Paper Example
HTML/CSSPros  •    Inexpensive  •    Easy  •    Using Webkit based browsers, you can emulate mobile       devices pretty w...
HTML/CSS Examplehttp://www.adobe.com/devnet/dreamweaver/articles/getting-started-with-jquery-mobile.html
New! Rapidprototyping tools.
FieldTestPros  •    Inexpensive (so I’ve been assured)  •    Super-easy!  •    Web/Cloud based (so its collaborative)  •  ...
Field Test Example
Tools that arent really for prototyping, but still work pretty well.
Powerpoint/KeynotePros  •    Most everyone has one of these  •    Reasonably easy to use for any one familiar with desktop...
Keynote Examples    http://keynotekungfu.com
OmnigrafflePros  •    great toolset – highly extensible, large community  •    Produces fantastic diagrams and high qualit...
Graffle!
Digital Publishing SuitePros  •    Uses InDesign  •    Produces rich interactivity  •    Allows for mediaCons  •    Fairly...
DPS
Lots more examples in      App Savvy
Wrap it up, already.
Why prototype?•   Prototyping is fast•   Prototyping is easy•   Prototyping gets stakeholders involved sooner•   Prototypi...
Finishing up •   Q&A •   Discussion
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Prototyping on a Shoestring with Virtually No Tech Skills!

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ELearning developers are used to being able to use Rapid eLearning Development tools to rapidly build and prototype eLearning materials. In the mobile world, these tools are a bit different and have their own constraints and implementation considerations. Development of mobile apps can be a tricky, specialized skill set. If you are new to this world, the barrier to entry likely overwhelms you.

Participants in this session will explore several prototyping paths and the tools and techniques used to accomplish them. You’ll get in-depth case studies to see real world examples from major industry-leading clients. You’ll learn how to build rich prototypes for various mobile platforms without breaking the bank, and many of the techniques may be applicable to final implementation depending on your needs.

In this session, you will learn:
How to meet budget and scheduling constraints in prototyping

How to leverage existing skills in building demos

How to go to management with a winning prototype

Getting the wow factor

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  • Use skills and tools you or your team have mastered or can easily pick up. This isn’t a masterpiece Make sure everyone is on the same page Don’t use proprietary or hard to use file formats Add polish where it helps you sell.
  • Lo fi to address structural and IA issues Hi Fi to address usability and graphics issues Early prototypes need to address IA and Features Later needs to address usability and user acceptance
  • Prototyping on a Shoestring with Virtually No Tech Skills!

    1. 1. Prototypingwith virtually no budget and no tech skills!
    2. 2. Why prototype?• Mobile development can get pricey• Mobile development can take time and can get bogged down• Prototyping helps manage cost and risk• Prototyping helps get buy-in and user acceptance/usability out of the way earlier
    3. 3. Considerations
    4. 4. The Basics • Building Prototypes should be EASY • Prototypes should not need to be pixel perfect • Prototypes goals need to be clearly spelled out prior to creation • Build Prototypes that have an output that everyone can see • If animations, etc. are going to be used in the final, attempt to build them in the prototype
    5. 5. Fidelity vs. Functionality • Functional Fidelity and Visual Fidelity • You need to envision the goals for the prototype • Choose method and graphic sophistication based on the goals. • More “Production Ready” = more time • More graphically rich = more time • More revisions at this point are less expensive than later
    6. 6. Fidelity vs. Effort
    7. 7. A few prototyping options.
    8. 8. Paper prototypePros • Inexpensive • EasyCons • Doesnt really emulate the UX • Hard to pull off a complicated design or one with a lot of screens/data • None of the design elements/deliverables really will live on • Tough to justify with so many good tools these days.
    9. 9. Paper Example
    10. 10. HTML/CSSPros • Inexpensive • Easy • Using Webkit based browsers, you can emulate mobile devices pretty well • There are tools popping up now that ease this considerablyCons • More tech knowledge might be required than simple paper prototypes • There is still very little reuse of assets for the final version, unless you are going to mobile web, not apps
    11. 11. HTML/CSS Examplehttp://www.adobe.com/devnet/dreamweaver/articles/getting-started-with-jquery-mobile.html
    12. 12. New! Rapidprototyping tools.
    13. 13. FieldTestPros • Inexpensive (so I’ve been assured) • Super-easy! • Web/Cloud based (so its collaborative) • Results are pretty stellarCons • Its still in beta • Pricing is as of yet ??? • Assets are not going to be used for the final deliverable
    14. 14. Field Test Example
    15. 15. Tools that arent really for prototyping, but still work pretty well.
    16. 16. Powerpoint/KeynotePros • Most everyone has one of these • Reasonably easy to use for any one familiar with desktop publishing tools • Produces interactivity and animationCons • Its a tad expensive if you don’t own it already • None of the design elements/deliverables really will live on • Good UI Stencils are tough to find or need reprep • Output isn’t really “mobile”
    17. 17. Keynote Examples http://keynotekungfu.com
    18. 18. OmnigrafflePros • great toolset – highly extensible, large community • Produces fantastic diagrams and high quality output • Reasonably easy to use for any one familiar with desktop publishing tools • produces interactivity • move from wireframe to prototype easilyCons • Its a tad expensive • Mac only (which might also be considered a Pro) • None of the design elements/deliverables really will live on
    19. 19. Graffle!
    20. 20. Digital Publishing SuitePros • Uses InDesign • Produces rich interactivity • Allows for mediaCons • Fairly pricey if you want to take it past a prototype and use it for production • Does require InDesign, which some of you may not have • Output is iPad only
    21. 21. DPS
    22. 22. Lots more examples in App Savvy
    23. 23. Wrap it up, already.
    24. 24. Why prototype?• Prototyping is fast• Prototyping is easy• Prototyping gets stakeholders involved sooner• Prototyping saves money
    25. 25. Finishing up • Q&A • Discussion

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