prototyping

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This talk is a prototype. Thank you to :: Keith Turner, Nathan Verrill, Mathias Crawford, Ollie Kavanagh, Natalie Fletcher Kat Kavanagh @kassy4 http://thisiscapra.com Sunday, 27 October 13

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My presentation for WXG (Web Expo Guildford)

TRANSCRIPT

Page 1: Prototyping

This talk is a prototype.

Thank you to :: Keith Turner, Nathan Verrill, Mathias Crawford, Ollie Kavanagh, Natalie Fletcher

Kat Kavanagh@kassy4

http://thisiscapra.com

Sunday, 27 October 13

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Hello!

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Hello!

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Defined.A prototype is an early sample, model or release of a product built to test a concept or process or to act as a thing to be replicated or learned from. It is a term used in a variety of contexts,

including semantics, design, electronics, and software programming.

-wikipedia

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In cognitive science Cognitively we reason using imagination, past

experiences to define how we view the world. We use prototypes to help us define how we

think about things. But that means that the view the world is inherently distorted by prototypes.

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A good design is better than you

think.-Rex Heftman

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Prototypes efficiently answer designers’* most important questions in the least

amount of time.

My definition

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A prototype is not...

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Product centric.

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The Role

Look & Feel

Implementation

Houde & Hill

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Vis

ual F

idel

ity

Functional Fidelity

Sketches

Paper wireframes

Paper design comps

Image mapped comps

Rich comp prototype

Production ready ‘prototype’

Interactive wireframes

Rich interactive wireframesProof of

concept prototype

Image mapped sketches

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There is no such thing as high or low

fidelity, only appropriate fidelity.

- Bill Buxton

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But why?

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Scale

ClayWire

Paper

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The Role

Look & Feel

Implementation

Houde & Hill Sunday, 27 October 13

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Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

The ‘other devs’

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Page 32: Prototyping

Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

The ‘other devs’

Sunday, 27 October 13

Page 33: Prototyping

Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

The ‘other devs’

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Page 34: Prototyping

Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

The ‘other devs’

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Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

Rol

e

The ‘other devs’

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Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

Rol

eLo

ok

The ‘other devs’

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Mathias Crawford, Game designerTheorist, game nerd

Nathan Verrill, DirectorBig dreamer, user experience junkie

Kat Kavanagh, Interface designerPixel pusher, product champion and mediator

Mark Borcherding, DeveloperDevil’s advocate, perfectionist

Keith Turner, DeveloperLogical master, method maker

Rol

eLo

okIm

plem

enta

tion

The ‘other devs’

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Remote team

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PLAYTEST

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Why different typesof prototypes?

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By prototyping isolated interactions at a high functional fidelity and

testing them with users, I can get really good data about whether that interaction works before I base an

application around it….

-Fred Beecher

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The Role

Look & Feel

Implementation

Integrated

Houde & Hill Sunday, 27 October 13

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Remote prototyping• It is HARD.

• Try out new tools

• Maintain excellent communication

• Have project owners

• Assign roles, and swap them when appropriate

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We’re convinced already!

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Iteration is actually expensive

• Can’t necessarily reuse code

• End up with a messy disjointed product

• If over 50% of your code is for your interface, then...

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dev + design + business

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Do you have a methodology?

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Scientific method

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Desired Outcome Model1. Who wants it?

2. What’s wanted?

3. What does it get them?

4. How will they know when they have it?

5. What stops them from having it?

6. What problems could having it cause?

7. What must they do to achieve their desired outcome?

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BackplanStart with the desired outcome.

Milestone 3Milestone 2Milestone 1

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Wing it! But...

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Wing it! But...

• Timebox tasks

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Wing it! But...

• Timebox tasks

• Discuss take-away points

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Wing it! But...

• Timebox tasks

• Discuss take-away points

• Have a curator

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Wing it! But...

• Timebox tasks

• Discuss take-away points

• Have a curator

• Icebox most of the ideas

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ON ICE.

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Requests & Agreements

Making Requests

Clarify the wantWho wants it?What is wanted?What does it get them?How will they know when they have it?

Make the requestWho is asking?Who is being asked?What do I want you to do?How will I know it is done?By when?

Responding to Requests

Consider the requestAre you clear what is being asked?Do you know the criteria for satisfaction?(What is the minimum required (demanded), what is the ideal (desired)?What context got us here?When does it need to be done by?

Make the requestPromise, Decline, CounterofferCommit to commit (When I get more info, I’ll get back to you by x date), Renegotiate

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Are you AGILE?

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Tools should make everything easy.

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When does prototyping fail?

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Fail.

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Fail.• Trying to do too much

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Fail.• Trying to do too much

• Fidelity is wrong for what you’re testing

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Fail.• Trying to do too much

• Fidelity is wrong for what you’re testing

• Too many assumptions

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Fail.• Trying to do too much

• Fidelity is wrong for what you’re testing

• Too many assumptions

• Prototype things too late

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Fail.• Trying to do too much

• Fidelity is wrong for what you’re testing

• Too many assumptions

• Prototype things too late

• Inability to let go of preconceived ideas

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Fail.• Trying to do too much

• Fidelity is wrong for what you’re testing

• Too many assumptions

• Prototype things too late

• Inability to let go of preconceived ideas

• Test only experts or new users

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Doing, not seeing!It’s your turn...

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The Role

Look & Feel

Implementation

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Keep in mind• Test one thing: the issue you think is the

most complex

• Keep fidelity low

• Let go of preconceived ideas

• Test ‘in-context’

• Test with both expert and new users in mind

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Okay... Go!

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Presenting...

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Dan + Anna + Me

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I think we all agree prototyping should

be part of your plan.

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But, how to sell prototyping time to your boss as part of your work process?

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Boss cheat sheet

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1. Best way to get complete logical interaction loops that make sense (especially for complex interactions)

Boss cheat sheet

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1. Best way to get complete logical interaction loops that make sense (especially for complex interactions)

2. Whittles out shit ideas

Boss cheat sheet

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1. Best way to get complete logical interaction loops that make sense (especially for complex interactions)

2. Whittles out shit ideas

3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!)

Boss cheat sheet

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1. Best way to get complete logical interaction loops that make sense (especially for complex interactions)

2. Whittles out shit ideas

3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!)

4. Can iterate through 10 concepts in a week

Boss cheat sheet

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1. Best way to get complete logical interaction loops that make sense (especially for complex interactions)

2. Whittles out shit ideas

3. Gets everyone on board and understanding what will be happening early on (I see! with testing to confirm it!)

4. Can iterate through 10 concepts in a week

5. Can address risks and problems early on before they become dangerous for the business

Boss cheat sheet

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Go forth and Prototype!

Iteration is expensive....

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@kassy4http://thisiscapra.comThank you.

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