On Nov 12, 2007, at 1:33 PM, Peter Boersma wrote:
> Your position seemed to be, *until this post*, that only high  
> fidelity models of how a product would behave could be called  
> prototypes.
That is still true from my point of view -- hi-fi models are really  
the only true prototype. The part I keep leaving out that people make  
logical leaps that I do not intend is that everything I tend to do  
these days within a project design is towards building a prototype.  
Everything up to the point of a usable prototype is basically design  
process and needs to be as iterative as possible.

Time and budget constraints hinder this goal, but it is still the  
goal nonetheless. And when time and budget get in the way, you make  
do with however far you can get.

And fwiw, I also now tell clients that the prototype can be thrown  
away at any stage when it's proven its the wrong design. And we have  
to restart the design at some point in the process where it wasn't  
wrong. I don't get myself married to anything. And my *preferred*  
method of working given the time and budget is to build the prototype  
of the product as fully as possible, try it out, then throw away  
whatever doesn't work and redo that part.

We also do smaller chunks of prototyping when the feature or function  
is modular enough to be a contained element. But we also do that with  
pixel precision as well, as interactive as we can make it to get it  
out before it gets folded into the larger prototype.
> Lower fidelity prototypes, like paper prototypes, got hammered down  
> with statements such as...
> Prototypes that are not pixel-perfect get a similar treatment with  
> replies like...
>
> IMHO that is the reason why people objected to your point of view.
I guess that makes sense. But again, I've mentioned paper as a  
*design* tool in this whole thread, and I think people keep skipping  
over that part of my argument. Probably because the moment I say  
paper is not a prototyping tool, they disagree so vehemently with me  
that they can't read anything else I say about the subject where I  
also qualify my point of view.

I take the aggressive point of view that paper is not prototyping and  
that prototypes for software and digital products need to be pixel  
perfect and include interaction as much as possible because I think  
to not take that position gives too many people in our field an  
excuse to not dive into building the product for real. Versus  
describing the product in whatever design deliverable they prefer,  
which is not a prototype.

There is such a massive difference between any deliverable that  
"describes" the design, no matter how clever or thorough, and a  
functioning prototype that I cannot imagine any designer of a digital  
product or software application -- again, given the time and budget  
-- would opt to not build one.

And yes... I'm back to work now and will probably lurk for a while  
until the next lull. 8^)

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422


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