with Fred Beecher
Fred sorts his tips into two main categories: tactical and strategic. You can find his slides on his Twitter profile (linked above).
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- prototype just enough to achieve your goal
- in order to do this, you need to have a clearly defined goal
- it would be perfectly reasonable to create prototypes to disprove certain ideas, or to get an idea off the table
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- write the usability test plan before you build your prototype *
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- (as much as is possible, depending on the problem/usability test at hand)
- what is the lowest level of visual and functional fidelity that you can get away with?
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- use the right tool for the job
- what's your goal?
- what level of functional fidelity do you need to achieve your goal?
- is this native mobile?
- this can be informed by user research, but should also balance resource availability
- invision inspect
- consumes a sketch file and highlights important things for developers
- spacing between elements
- some basic CSS
- Zeplin is less integrated with Invision
- consumes a sketch file and highlights important things for developers
- use the right tool for the job
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- show and tell
- just showing doesn't really reveal all detail
- just telling is straight-up annoying
- do both.
- show at least one example of every interaction
- off of the top of your head, there are probably five or six things that could go wrong in a login page
- you do not need to prototype all of these
- write the error message for what happens if someone gets a username wrong
- then, in your documentation, write out all of those variations
- they do not all need to exist in the prototype
- off of the top of your head, there are probably five or six things that could go wrong in a login page
- show and tell
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- go with your crazy ideas, then test them
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- look for failures rather than successes
- tell participants you had nothing to do with these designs, whether that is true or not
- this will help minimize people holding back negative feedback for fear of being offensive
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- you can prototype more than just digital products
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- doesn't have to just be in the middle of the process
- prototyping is useful at all stages of product development
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