Isn't that what the evenings will be for - only using beer to  
facilitate our discussions?

will evans
user experience architect
[EMAIL PROTECTED]
617.281.1281


On Oct 31, 2007, at 7:40 PM, "David Malouf" <[EMAIL PROTECTED]> wrote:

> Thanx for the chance to clarify, as I'm saying something on a
> different list that counters what I said below.
>
> You NEED both. (that's the simple version), but my experience is that
> w/o the prototype there is too much ambiguity and to pull from one of
> the messages of Alan's article, unpredictability.
>
> In that other thread on SIGIA-L we were discussing how to make Axure
> or any other prototyping:documentation tool better and in my mind the
> ideal tool heads in the direction where interactive (behavioral)
> prototypes intertwine with annotations and data binding schemas.
>
> The discussion then focused on the need for annotations and I stressed
> quite strongly that a prototype without annotations is not valuable
> enough..
>
> I may not be meeting you all the way here, but I'm not as far away as
> my original strong statements that you (respectfully) disagreed with
> conveyed.
>
> :)
>
> - dave
>
> <thought>
> Let's forget the conference program ... Let's just set up 2 hour
> rotating periods where invited and accepted speakers facilitate
> discussion on topics that need solving, this is so much more fun!
> </thought>
>
> On 10/31/07, Dave Cronin <[EMAIL PROTECTED]> wrote:
>> I guess I have to respectfully disagree with here.
>>
>> A fully coded prototype of a highly interactive interface can be
>> incredibly difficult to deconstruct. If there is some complex  
>> business
>> logic underlying the interaction (especially something that learns  
>> from
>> user behavior), it can be quite laborious to understand the  
>> underlying
>> rules at the level of fidelity necessary for creating shipping code.
>>
>> There is certainly a place for interactive prototypes, but there is  
>> also
>> a place for the well-written sentence.
>>
>> My experience with engineers is that are they avoid documents that  
>> don't
>> answer their questions or are difficult to navigate and understand.
>>
>> If a programmer is unwilling to engage with succinct and clearly
>> articulated documentation (with good use of text & graphics), my
>> experience is that they have other problems and are sandbagging.
>>
>> -dave
>>
>>> David Malouf said:
>>>
>>> I have found that the only true artifact a developer
>>> understands is coded interactive prototype. W/o one there is
>>> always ambiguity left for "cultural" interpretation.
>>>
>>
>
>
> -- 
> David Malouf
> http://synapticburn.com/
> http://ixda.org/
> http://motorola.com/
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