Prototyping - A Practitioners Guide by Todd Zaki Warfel

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

1. 11. Creating a HTML Prototype

1.1. Resources

1.1.1. Prototnotes

1.2. New since the publishing of book

1.2.1. Macaw

2. 10. Building a Prototype with Axure RP

3. 8. Prototyping with Visio

4. 7. Prototyping with Keynote / Powerpoint

5. 9. Prototyping with Adobe Fireworks

6. 6. Paper Prototyping

7. 12. Testing our Prototypes

8. 4. Eight Guiding Principles

8.1. 1. Understand your audience and intent

8.2. 2. Plan a little - prototype the rest

8.3. 3. Set expectations

8.4. 4. You can sketch

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

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

8.7. 7. Prototype only what you need

8.8. 8. Reduce risk - prototype early and often

9. 5. Picking the Right Tool

9.1. What Influences the tool of choice

9.1.1. Familiarity and availability

9.1.2. Time and effort to produce a working prototype

9.1.3. Creating usable prototype for testing

9.1.4. Price

9.1.5. Learning curve

9.1.6. Ability to create own GUI widgets

9.1.7. Available on my platform

9.1.8. Collaborative / remote design capabilities

9.1.9. Built-in solutions / patterns for AJAX transitions

9.1.10. Built-in GUI widgets

9.1.11. Creating usable source code

9.2. What tools are people using?

9.3. What kinds of prototypes are they making?

10. 2. The Prototyping Process

10.1. 1. Sketching

10.1.1. Sketching in code

10.1.2. Sketching on paper

10.1.3. Sketching on Whiteboards

10.1.4. Start with quantity, exploring lots of ideas

10.1.5. Quality can come later

10.2. 2. Presentation and Critique

10.2.1. Guidelines

10.2.1.1. Keep it short

10.2.1.2. 3 min presentation per concept

10.2.1.3. 2 min critique

10.2.1.4. Take notes on the paper

10.3. 3. Prototype

10.4. 4. Test

10.4.1. Testing with clients

10.4.2. Testing with End customers

11. 1. The Value of Prototyping

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

11.2. Prototyping is generative

11.3. Prototypes communicate through show and tell

11.4. Prototyping reduces misinterpretation

11.5. Prototyping saves time, effort and money

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

12. 3. Common use of Prototypes

12.1. 1. Creating a shared communication

12.2. 2. Working through a design

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

12.4. 4. Usability testing

12.5. 5. Gauging technical feasibility and value