Prototyping - A Practitioners Guide by Todd Zaki Warfel

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Prototyping - A Practitioners Guide by Todd Zaki Warfel 저자: Mind Map: Prototyping - A Practitioners Guide by Todd Zaki Warfel

1. 4. Eight Guiding Principles

1.1. 1. Understand your audience and intent

1.2. 2. Plan a little - prototype the rest

1.3. 3. Set expectations

1.4. 4. You can sketch

1.5. 5. It's a prototype - not the mona lisa

1.6. 6. If you can't make it, fake it

1.7. 7. Prototype only what you need

1.8. 8. Reduce risk - prototype early and often

2. 5. Picking the Right Tool

2.1. What Influences the tool of choice

2.1.1. Familiarity and availability

2.1.2. Time and effort to produce a working prototype

2.1.3. Creating usable prototype for testing

2.1.4. Price

2.1.5. Learning curve

2.1.6. Ability to create own GUI widgets

2.1.7. Available on my platform

2.1.8. Collaborative / remote design capabilities

2.1.9. Built-in solutions / patterns for AJAX transitions

2.1.10. Built-in GUI widgets

2.1.11. Creating usable source code

2.2. What tools are people using?

2.3. What kinds of prototypes are they making?

3. 2. The Prototyping Process

3.1. 1. Sketching

3.1.1. Sketching in code

3.1.2. Sketching on paper

3.1.3. Sketching on Whiteboards

3.1.4. Start with quantity, exploring lots of ideas

3.1.5. Quality can come later

3.2. 2. Presentation and Critique

3.2.1. Guidelines

3.2.1.1. Keep it short

3.2.1.2. 3 min presentation per concept

3.2.1.3. 2 min critique

3.2.1.4. Take notes on the paper

3.3. 3. Prototype

3.4. 4. Test

3.4.1. Testing with clients

3.4.2. Testing with End customers

4. 1. The Value of Prototyping

4.1. Can literally shave months to years off your development time

4.2. Prototyping is generative

4.3. Prototypes communicate through show and tell

4.4. Prototyping reduces misinterpretation

4.5. Prototyping saves time, effort and money

4.6. Prototyping creates a rapid feedback loop, which ultimately reduce risks

5. 3. Common use of Prototypes

5.1. 1. Creating a shared communication

5.2. 2. Working through a design

5.3. 3. Selling an idea to your boss or team members

5.4. 4. Usability testing

5.5. 5. Gauging technical feasibility and value

6. 11. Creating a HTML Prototype

6.1. Resources

6.1.1. Prototnotes

6.2. New since the publishing of book

6.2.1. Macaw

7. 10. Building a Prototype with Axure RP

8. 8. Prototyping with Visio

9. 7. Prototyping with Keynote / Powerpoint

10. 9. Prototyping with Adobe Fireworks

11. 6. Paper Prototyping

12. 12. Testing our Prototypes