Cover image for Effective Prototyping for Software Makers.
Effective Prototyping for Software Makers.
Title:
Effective Prototyping for Software Makers.
Author:
Arnowitz, Jonathan.
ISBN:
9780080468969
Personal Author:
Physical Description:
1 online resource (625 pages)
Series:
Interactive Technologies
Contents:
Front Cover -- Effective Prototyping for Software Makers -- Copyright Page -- Dedications -- Table of Contents -- Acknowledgments -- Preface -- CHAPTER 1 WHY PROTOTYPING? -- What Is a Prototype? -- An Historical Perspective of Prototyping -- Leonardo da Vinci: The Thinking Man's Inventor -- Thomas Alva Edison: Inventor Prototyper -- Henry Dreyfuss: Designer Prototyper -- The Purpose of Prototyping Software -- Will the Design Work Properly? -- Can the Design Be Produced Economically? -- How Will Users and Other Stakeholders Respond to the Design? -- Which Approach Can Be Taken to Get From Concept to Product? -- How Can Prototyping Support Product Design Specification? -- How Can Prototyping Contribute to Better Product Scheduling and Budget Planning? -- Summary -- References -- CHAPTER 2 THE EFFECTIVE PROTOTYPING PROCESS -- Phase I: Plan (Chapters 3-5) -- Step 1: Verify the Requirements (Chapter 3) -- Step 2: Create a Task/Screen Flow (Chapter 4) -- Step 3: Specifying Content and Fidelity (Chapter 5) -- Phase II: Specification (Chapters 6-8) -- Step 4: Determine the Right Prototyping Characteristics (Chapter 6) -- Step 5: Choose a Prototyping Method (Chapter 7) -- Step 6: Choose a Prototyping Tool (Chapter 8) -- Phase III: Design (Chapters 9 and 10) -- Step 7: Formulate Design Criteria (Chapter 9) -- Step 8: Create the Prototype (Chapter 10) -- Phase IV: Results (Chapters 11-13) -- Step 9: Review the Prototype (Chapter 11) -- Step 10: Validate the Design (Chapter 12) -- Step 11: Implement the Design (Chapter 13) -- Summary -- PHASE I PLAN YOUR PROTOTYPE -- CHAPTER 3 VERIFY PROTOTYPE ASSUMPTIONS AND REQUIREMENTS -- Prototyping Requirements Are Not Software Requirements -- Transformation of Assumptions to Requirements -- Step 1: Gather Requirements -- Step 2: Inventorize the Requirements -- Step 3: Prioritize Requirements and Assumptions.

Requirements and the Big Picture -- Iteration 1: From Idea to First Visualization -- Iteration 2: From Quick Wireframe to Wireframe -- Iteration 3: From Wireframe to Storyboard -- Iteration 4: From Storyboard to Paper Prototype -- Iteration 5: From Paper Prototype to Coded Prototype -- Iteration 6: From Coded Prototype to Software Requirements -- Summary -- References -- CHAPTER 4 DEVELOP TASK FLOWS AND SCENARIOS -- Task Flow -- Task Layer Maps -- Step 1: Create List of Tasks -- Step 2: Identify Dependencies -- Step 3: Layer Task Items -- Step 4: Remove Redundant Dependencies -- Dependency Diagram -- Step 1: Prioritize Requirements -- Step 2: Highlight Key Tasks -- Step 3: Identify Needs -- Swim Lane Diagrams -- Step 1: Identify User Tasks -- Step 2: Identify User Roles -- Step 3: Layout User Roles and Task Flows -- Step 4: Identify and Visualize Interrelationships -- Usage Scenarios -- Step 1: Sketch Out Plot -- Step 2: Choose Cast -- Step 3: Outline Plot -- Step 4: Mark Points in Outline -- Summary -- References -- CHAPTER 5 DEFINE PROTOTYPE CONTENT AND FIDELITY -- Prototype Fidelity -- Low Fidelity -- High Fidelity -- Prototype Content -- Information Design -- Techniques to Adjust the Fidelity of Information Design -- Interaction Design and Navigation Model -- Techniques to Adjust the Fidelity of Interaction Design and Navigation Model -- Visual Design -- Techniques to Adjust the Fidelity of Visual Design -- Editorial Content -- Techniques to Adjust the Fidelity of the Editorial Content -- Brand Expression -- Increasing Brand Fidelity -- Decreasing Brand Fidelity -- System Performance/Behavior -- Techniques to Adjust the Fidelity of the System Performance/Behavior -- How to Select the Right Prototype Content Expression -- Step 1: Define the objective and focus -- Step 2: Determine emphasis/deemphasis -- Step 3: Select appropriate fidelity.

Summary -- References -- PHASE II SPECIFICATION OF PROTOTYPING -- CHAPTER 6 DETERMINE CHARACTERISTICS -- Introduction -- Prototype Characteristics -- Audience: Internal/External -- Internal Audiences -- Design Team Members -- Upper Management -- Lead Designers -- Product Managers -- Marketing and Sales Managers -- Developers -- Technical Writers -- Domain Specialists/Analysts -- Quality Assurance Engineers -- External Audiences -- End Users (Consumers) -- Customers (Purchasers, Not End Users) -- Financial Stakeholders -- Domain Specialists and Analysts -- Stage: Early/Midterm/Late -- Early Stage -- Midterm Stage -- Late Stage -- Speed: Rapid/Diligent -- Rapid Speed -- Diligent Speed -- Longevity: Short/Medium/Long -- Short -- Medium -- Long -- Expression: Conceptual/Experiential -- Conceptual Expression -- Experiential Expression -- Style: Narrative/Interactive -- Narrative Style -- Interactive Style -- Medium: Physical/Digital -- Physical Medium -- Digital Medium -- Step-by-Step Guide to Selecting the Right Characteristics -- Step 1: Specify Basic Requirements -- Step 2: Analyze Expression -- Step 3: Determine Style and Medium -- Summary -- References -- CHAPTER 7 CHOOSE A METHOD -- Introduction -- Prototyping Methods -- Card Sorting -- What Is Card Sorting? -- How Does Card Sorting Work? -- Wireframe Prototyping -- What Is Wireframe Prototyping? -- How Do Wireframes Work? -- Storyboard Prototyping -- What Is Storyboard Prototyping? -- How Do Storyboard Prototypes Work? -- Paper Prototyping -- What Is Paper Prototyping? -- How Does Paper Prototyping Work? -- Digital Prototyping -- What Is Digital Prototyping? -- How Does a Digital Prototype Work? -- Blank Model Prototyping -- What Is Blank Model Prototyping? -- How Does a Blank Model Prototype Work? -- Video Prototyping -- What Is Video Prototyping? -- How Does a Video Prototype Work?.

Wizard-of-Oz Prototyping -- What Is Wizard-of-Oz Prototyping? -- How Does a Wizard-of-Oz Prototype Work? -- Coded Prototyping -- What Is Coded Prototyping? -- How Does a Coded Prototype Work? -- Choosing the Right Prototyping Method for You -- Summary -- References -- CHAPTER 8 CHOOSE A PROTOTYPING TOOL -- How To Choose the Prototyping Tool -- Step 1: Select Method -- Step 2: Map Method to Tools -- Step 3: List Available Tools -- Step 4: Determine Timing -- Step 5: Determine Suitability -- Step 6: Select Tool -- Next Step -- PHASE III DESIGN YOUR PROTOTYPE -- CHAPTER 9 ESTABLISH THE DESIGN CRITERIA -- Introduction -- Visual Design Guidelines -- Visual Design Guideline 1: Information Flow (Directional) -- Visual Design Guideline 2: Grid-Based Organization (Organizational) -- Visual Design Guideline 3: Rhythm and Pattern (Directional) -- Visual Design Guideline 4: Unity and Variety (Organizational) -- Visual Design Guideline 5: Typographic Structure (Organizational) -- Visual Design Guideline 6: Balance (Directional) -- Visual Design Guideline 7: Logical Grouping (Organizational) -- User Interface Guidelines -- User Interface Guideline 1: Progressive Disclosure (Directional) -- User Interface Guideline 2: Efficiency (Organizational) -- User Interface Guideline 3: Fitt's Law (Directional) -- User Interface Guideline 4: Learnability (Directional) -- User Interface Guideline 5: Speak the Audience's Language (Organizational) -- User Interface Guideline 6: Explicitly Show Required Actions and Fields (Organizational) -- User Interface Guideline 7: User Interfaces Should Reflect International Sensitivity (Organizational) -- User Interface Guideline 8: Universal Accessibility (Organizational) -- User Interface Guideline 9: Users Should Feel in Control (Organizational) -- User Interface Guideline 10: Minimize User's Memory Load (Organizational).

User Interface Guideline 11: Satisfaction (Organizational) -- Step-by-Step Guidelines -- Step 1: Review Guidelines -- Step 2: Formulate Criteria -- Step 3: Finish Criteria -- References -- CHAPTER 10 CREATE THE DESIGN -- Introduction -- Design and Construct Your Prototype -- Step 1: Determine Highest Priority Screens -- Step 2: Blockout most Important Regions -- Step 3: Layout Highest Priority Screen -- Step 4: Layout Remaining Priority Screens -- Step 5: Specify Design Rationale -- Summary -- PHASE IV RESULTS OF PROTOTYPING -- CHAPTER 11 REVIEW THE DESIGN: THE INTERNAL REVIEW -- Step 1: Review your Defined Audience -- Step 2: Set Goals for Each Version -- Step 3: Set Expectations for Reviewers -- Communicate What You Are Doing -- Step 4: How You'll Present -- What Makes a Good Facilitator? -- Setting an Agenda -- Step 5: Planning the Next Steps -- Summary -- References -- CHAPTER 12 VALIDATE AND ITERATE THE PROTOTYPE -- The Strategy of Validating and Ensuring Usability via the Prototype -- Usability Testing: The Tactics of Validating and Ensuring Usability via the Prototype -- Evaluating Your Design -- Iterating Your Design -- References -- CHAPTER 13 DEPLOY THE DESIGN -- Your Prototype Is Ready for Deployment -- Step 1: Set Expectations for Handoff -- Step 2: Prototype Distribution Strategies -- What Are the Most Appropriate Ways to Hand Off Your Prototype? -- Managing Issues That Arise After Handing Off Your Prototype -- Step 3: Documenting Prototyping Results -- The Product Design Guide -- Summary -- References -- CHAPTER 14 CARD SORTING PROTOTYPING -- Description -- Characteristics -- An Overview of What a Card Sorting Prototype Looks Like -- Types of Card Sorting -- Information Architecture -- Navigation Model for Website or Application -- Menu Structure -- Terminology Validation -- Validation of Conceptual and Mental Models.

Step-by-Step Guide to Card Sorting Prototypes.
Abstract:
Much as we hate to admit it, most prototyping practice lacks a sophisticated understanding of the broad concepts of prototyping-and its strategic position within the development process. Often we overwhelm with a high fidelity prototype that designs us into a corner. Or, we can underwhelm with a prototype with too much ambiguity and flexibility to be of much use in the software development process. This book will help software makers-developers, designers, and architects-build effective prototypes every time: prototypes that convey enough information about the product at the appropriate time and thus set expectations appropriately. This practical, informative book will help anyone-whether or not one has artistic talent, access to special tools, or programming ability-to use good prototyping style, methods, and tools to build prototypes and manage for effective prototyping. Features * A prototyping process with guidelines, templates, and worksheets; * Overviews and step-by-step guides for 9 common prototyping techniques; * An introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; * Templates and other resources used in the book available on the Web for reuse; * Clearly-explained concepts and guidelines; * Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools. Jonathan Arnowitz is a principal user experience designer at SAP Labs and is the co-editor-in-chief of Interactions Magazine. Most recently Jonathan was a senior user experience designer at Peoplesoft. He is a member of the SIGCHI executive committee, and was a founder of DUX, the first ever joint conference of ACM SIGCHI, ACM SIGGRAPH, AIGA Experience Design Group, and STC. Michael Arent is the manager of user experience design at SAP Labs, and has previously held positions at

Peoplesoft, Inc, Adobe Systems, Inc, Sun Microsystems, and Apple Computer, Inc. He holds several U.S. patents. Nevin Berger is design director at Ziff Davis Media. Previously he was a senior interaction designer at Oracle Corporation and Peoplesoft, Inc., and has held creative director positions at ZDNet, World Savings, and OFOTO, Inc. * A prototyping process with guidelines, templates, and worksheets; * Overviews and step-by-step guides for 9 common prototyping techniques; * An introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; * Templates and other resources used in the book available on the Web for reuse; * Clearly-explained concepts and guidelines; * Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools. * www.mkp.com/prototyping.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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