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areas are interactive, to guide the user quickly and easily? What’s the
feedback given to the user that something as changed? How will you
Hi everyone! So, for the past few weeks you’ve been working on express that in the prototype?
concept models, flow diagrams, and UI sketches as you tackle your
individual project around a “life logger” for some quantifiable pieces of
data. We are now going to “cross the threshold” — which our theme for States and conditions: Increasingly for complex apps (particularly for
today — into the world of behavior and action, by way of prototyping. enterprise or industrial situations) the user needs to be aware of multiple
states and qualifying conditions for certain actions and paths to be
available. How are these being expressed in the prototype easily for
Let’s delve deeper into what prototyping means, both user feedback?
the mechanics and mindset involved. First, let’s break apart the whole
concept of prototyping as it pertains to the practice of design.
Sequence and timing: Consider the sequence of actions and screens,
what comes up when, particularly if there’s multiple elements on the
Why is prototyping valuable? It’s about trial and experimentation! With same screen, or all in-context. There’s a careful choreography of timing
an emphasis on speed, utility, iteration, validation. It’s a powerful of elements involved in some cases.
stimulus to solicit reactions from users and stakeholders…which leads
to…
Navigation and orientation: How do you move across the screens
within the app, how do you know where you are and how to get back to
Who is prototyping for? We all say it’s for users — to validate a “home” or whatever the landing screen is? This maps to your “happy
concept’s viability or desirability. Does it match user expectations and path” defined for the user story that you wish to illustrate in the
assumptions. That’s true! Yes, of course. Also, it’s for product managers prototype.
and engineers — to help them understand and critique a draft solution,
poke holes and break apart the reasoning, to clarify the intentions and
outcomes. Executives and other stakeholders (sales, biz dev, various Motion and transitions: Increasingly with mobile apps and beyond,
clients, etc.) in the process have a keen interest in a prototype to help motion has become a valuable way to convey a sense of navigation and
rationalize decisions and visualize (or at least make sense of) context. Consider if and how this is useful for your app, and ways to
directions. prototype that well to solicit positive reactions.
But it’s also important to note that prototyping as a practice is also Edge cases: Yes, sometimes you need to consider the edge cases
highly important for the designer! Of course, right? It’s a way for the (after the main use cases) to ensure users aren’t totally caught in a bad
designer (or design team) to try things out, play out hunches and spot. What are the blind spots, alleyways, dead-ends that might be
intuitive leaps, explore potentialities of material and form, uncover the worth exploring and prototyping to ensure those are dealt with?
boundaries of a problem space, suggest possible trajectories of thought,
and raise critical issues not surfaced in a 100 page requirements doc or
JIRA ticket. Prototyping in this way becomes a useful sandbox for the Whew! That’s a lot to keep in mind as you prototype. This is why
designer! prototyping is an art that’s developed over time, not executed simply by
using a single powerful tool.
Don't use too many bullet Points. Limit the bullets. Too
Raw, coarse-grained prototypes solicit abstract, high-level feedback, many bullet points will kill a presentation.
while something more polished and accurate with high resolution Don't make it too long. Average entrepreneur pitch: 38
graphics will spark very detailed, specific feedback. Depending on your slides. Average VC attention span/cranial capacity: 10
stage of the design discovery and evolution process, and the kind of slides. Do the math.
feedback that’s valuable, you’ll need to adjust your prototype fidelity Don't read word by word from your script. You will sound
accordingly. This will save you time and effort, so please plan this out like a robot and miss the all‑important eye contact with the
properly in real-world situations! audience.
Don't create a text-rich, picture-poor presentation.
People cannot read and listen at the same time. Great visual
inspire and engage people emotionally.
One final thing before you dive into your project assignments. Don't Come unprepared. Try to anticipate the kinds of
questions they might have and be prepared with answers.
Don't use small fonts. Always use a font large enough to
Think of your prototyping “workflow” like this: be seen by all audience members. Use 32- to 44-point for
titles and no smaller than 28-point for the text or bulleted
items.
1 — Sketch out paper drawings of what the interface and path/actions
are. What’s the scope of what you’re prototyping? Always sketch it out
first, based upon some primary user story.
2 — Create the pixel based comps using a tool like Sketch, Fireworks,
Photoshop, etc. for constructing the screens to stitch together into a
viable digital prototype.
3 — Build the prototype accordingly per the tool of your choice (InVision,
Axure, web/css/js, etc.)
4 — Iterate :-)
PITCH DECK