Posts Tagged ‘Prototyping’

We are pleased to present below all posts tagged with ‘Prototyping’.

How To Run User Tests At A Conference

User testing is hard. In the world of agile software development, there's a constant pressure to iterate, iterate, iterate. It's difficult enough to find time to design, let alone get regular feedback from real users.

How To Run User Tests At A Conference

For many of us, the idea of doing formal user testing, is a formidable challenge. There are many reasons why: you don't have enough lead time; you can't find enough participants, or the right type of participant; you can't convince your boss to spend the money.

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The Skeptic’s Guide To Low-Fidelity Prototyping

Designer Paul Rand once said, “An understanding of man's intrinsic needs, and of the necessity to search for a climate in which those needs could be realized, is fundamental to the education of the designer.” Prototyping helps us to unveil and explore these human needs, opening the door to insightful interaction and more empathetic design solutions.

The Skeptic’s Guide To Low-Fidelity Prototyping

Low-fidelity prototypes, in particular, are rough representations of concepts that help us to validate those concepts early on in the design process. Throughout this article, we will look at some of the features that make low-fidelity prototyping a unique tool to radically improve your work and to build an environment in which users’ needs can be truly realized.

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Prototyping For Better Products, Stronger Teams And Happier Clients

As mobile designers, we have a stark decision to make: do we spend time learning new tools and changing our design processes to create our own transitional interfaces, or are the tools that we've been using good enough? There's an old writing adage that advises writers, whenever possible, to “show, don't tell” when bringing characters to life. The goal is to reveal the story through the character’s experiences instead of the author’s.

Prototyping For Better Products, Stronger Teams And Happier Clients

When designing mobile products, we share a similar burden. Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades?

I’m guilty of that last one.

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50 Design Problems In 50 Days: Real Empathy For Innovation (Part 1)

I recently travelled 2517 miles to try to solve 50 problems in 50 days using design — a journey that would challenge me to fundamentally rethink my understanding of the user-experience design process.

50 Problems In 50 Days: Real Empathy For Innovation (Part 1)

I set myself a challenge. I wanted to test the limits of design’s ability to solve problems — big and small. To do this, I left the comfort of my computer chair and set out into the unknown. Each day, I had 24 hours to observe a problem, attempt to solve it and then communicate the solution.

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Creating Wireframes And Prototypes With InDesign

Hundreds of tools may be available for interaction designers, but there is still no industry standard for interaction design the way Photoshop and Illustrator are to graphic design. Popular programs are out there, but many of them have considerable drawbacks, which has led me to explore alternative apps.

Creating Wireframes And Prototypes With InDesign

I eventually chose Adobe InDesign for much of my preliminary interaction design work. Yes, you read that correctly: InDesign, a desktop publishing app originally created for designing books and magazines, is currently my tool of choice for designing low- to medium-fidelity wireframes and interactive prototypes.

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iOS Prototyping With Adobe Fireworks And TAP (Part 3)

In the previous parts of this tutorial (part 1 and part 2), we looked in detail at the building blocks of our design in Fireworks (pages, shared layers, symbols, styles), and we started to make a demo prototype in Fireworks.

iOS Prototyping With Adobe Fireworks And TAP (Part 3)

The demo prototype had six pages, linked together by hotspots, and each hotspot was customized for use with TAP. Now that the six-page Fireworks PNG file is ready, it’s time to prepare it to be exported as a click-through prototype and then converted (with the help of the TAP extension) to an animated, gesture-based prototype that we can use on an iOS device.

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iOS Prototyping With TAP And Adobe Fireworks (Part 2)

In the previous article in this series, "iOS Prototyping With Adobe Fireworks and TAP, Part 1: Laying the Foundation," I looked in detail at the four major stages that all of our projects at Cooper go through, as well as our approach to Fireworks PNG organization, and the main components of Fireworks (pages, shared layers, symbols and styles).

iOS Prototyping With TAP And Adobe Fireworks (Part 2)

Now we can start actually building the prototype. First, let me try to sum it up quickly: to create a “live” iOS prototype, you only need to perform the following six steps:

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