So, this whole discussion about making clickable wireframes got me
thinking about something. As I'm working through my book,
interviewing a number of people from different backgrounds, I've come
across 5 different types, or purposes perhaps, for prototype:
1. As a common communication platform–using them to get everyone on
the same page, avoiding misinterpretation of ideas, using them as a
method to show and tell.
I'm in the process of designing my first major "thick" application( yay! ),
and have run into something of a brick wall in figuring out how to prototype
it. It's a fairly smart client that is less for creating content and more
for managing it, with a database backend. I'm comfortable with paper
prototypes, but I know at some point I'm going to need to go beyond that.
The problem is I don't know how far beyond paper prototypes I need to go.
I just wanted to let everyone now that Michael Arent, Nevin Berger and I
wrote a book on the practice of effective prototyping, it is published by
Morgan-Kaufman (Elsevier) and is currently available at both physical and
Our book is written in three parts. The first part covers the Effective
I'm curious what people are doing to prototype drag and drop
interactions. Do any of the currently available prototyping tools,
such iRise and Axure, provide drag and drop? Is using HTML and
Rosenfeld Media is proud to announce that Todd Zaki Warfel has begun
a book on developing prototypes. "A Practitioner's Guide to Prototyping"
will help you quickly flesh out your design ideas, test your
and gather real-time feedback from users. The book will discuss how
prototypes are more than just a design tool, demonstrating how they
you market a product, gain internal buy-in, and test feasibility with
Todd is a founding partner at Messagefirst, where he focuses on
design-research for consumer and b2b products.
I am looking for a tool that would essentially allow me to make a "paper
prototype" that I can share with a remote participant. I have been
using DENIM (http://dub.washington.edu/denim/)- which does everything I
need. I am looking for an alternative because of performance issues.
How do those of you who don't actually write code that is eventually used in
the build (both front-end and back-end) communicate your designs and
Here are two possible options-
1. Static mocks (accompanied with documentation for details)
2. Interactive mocks- HTML/JS, Flash, Prototyping tools like Axure (with
little or no documentation- most interactivity defined by prototype)
We currently use static mocks as a part of the design document, behavior
described in tables adjacent to the mocks.
I am researching prototyping tools for mobile games that are developed in J2ME and Brew. I need to create rapid prototypes of interfaces relatively quickly and be able to port something to a mass market phone for a usability test or a marketing demo.
I need something that 1) has a low learning curve, 2) is easy to port to a mass market phone and 3) utilizes a WYSIWYG interfaces without a lot of coding.