On Nov 12, 2007, at 3:16 PM, Todd Zaki Warfel wrote:

> It's not that your view is so controversial, but rather that you're  
> contracting yourself, but refuse to either admit that you are, or  
> admit that prototypes don't need to be pixel-perfect, or that pixel- 
> perfection isn't a necessary requirement.

I'm not contradicting myself. I feel software prototypes do require  
those things so I feel no need to admit otherwise, regardless of how  
much you dislike that point of view. If there's no time or no budget,  
one makes do, but no way and no how is some sort of sketch or even  
fully realized Photoshop screenshot mockup a prototype of a software  
product that inherently requires interaction as a core component of  
its overall design.

> BTW, rendering pixels on a screen doesn't constitute pixel-perfect.

This is why you seem to think I'm contradicting myself. Your  
definition of "pixel perfect" is apparently not the same as mine. To  
me, when I present a software prototype to someone, and also present  
the real product, and if they can't tell the difference visually  
between the two, that's "pixel perfect." Even better when the  
prototype behaves in a way that makes people think it's the real deal  
as well.

> Rendering pixels on a screen is just that. Pixel-perfect is pixel- 
> perfect—an exact duplicate in every single way. And prototypes are  
> not an exact duplicate in every single way. They are a simulation  
> of the vision for the final product and should mimic it, but are  
> rarely, if ever, an exact duplicate in every single way—especially  
> in software.

And this is again where we disagree. But please stop saying I'm off  
base or contradicting myself when I'm doing no such thing. I'm just  
saying something that you obviously disagree with at a definition  
level. That doesn't make me wrong or you right or vice versa.

> Prototypes are meant to communicate the original intent, the  
> concept, the vision of a design or interaction.

I'll post the same Henry Dreyfuss quote I did a few months back:

-----

Too much emphasis cannot be placed on the importance of three- 
dimensional models. We come to this step after we have analyzed and  
evaluated hundreds of designs and blueprints, trying to bring some  
quality to the product that will make it easier to use without  
increasing the cost, more pleasant to look at without any drastic  
changes in the factory routine. When our ideas have been formulated,  
we design in clay, then plaster, finally in a material that will  
simulate the material to be used in manufacturing the actual product.  
Wherever possible, such models are done in full size. In developing  
the exterior of a train or a ship, accurate scale models must suffice.

The cost of a model is more than compensated for by future savings.  
It not only presents an accurate picture of the product for the  
executives, but it also gives the toolmakers and production men an  
opportunity to criticize and to present manufacturing problems.  
Models of some products can be made for a few hundred dollars. Full- 
scale models of ship or train interiors can cost many thousands of  
dollars. A mock-up of a modern passenger airplane cabin may cost  
$150,000 but it will be worth it, for it permits engineers and  
designers to develop techniques of installation that would not be  
otherwise possible. Furthermore, sales executives can bring potential  
customers into a faithful, full scale fuselage to see what it offers,  
long before production begins. ***It is far more effective to sit in  
a chair that judge its comfort by a picture of it.*** [Emphasis added]

Henry Dreyfuss, Designing for People, 61-62.

-----

Of course the prototype is meant to communicate the final design. But  
why do you think Dreyfuss says that's its more effective to sit in a  
chair than judge its comfort by a picture of it? And the really  
important part of that quote is that in the high-tech industry, the  
thing that has prevented us from doing what ever other design  
profession does as a base part of their design process is time and  
money. It's not that the prototyping is only useful some of the time  
or whatever other reason is tossed out there. If given the time and  
money, building a real prototype will *ALWAYS* be better than any  
other design deliverable.

Why? Because sitting in a chair is more effective to judge how  
comfortable it is than looking at a picture of it.

> They're for simulation and communication. They're for working  
> through a design. And as such, they are typically not going to be a  
> pixel-perfect production, but rather a representation of what  
> you're trying to accomplish in the final product.

I would argue that the reason for this has largely been a  
technological one and an issue of not enough people in our field  
getting hands on with the design of the product by building a  
prototype themselves.

> Additionally, it's very common to prototype pieces of the product  
> as you're working your way through the design. Can they be pixel  
> perfect? Absolutely. Are they? Not very often.

For you they may not be. For me, that's all I push for anymore. The  
technology is sufficient enough that building what I call pixel  
perfect prototypes for software or digital products is not a barrier  
anymore like it used to be. The only barrier is the education a lot  
of us have to do to code Javascript, Actionscript or any other  
scripting language that provides front-end interaction. For visuals,  
Photoshop+Illustrator or Fireworks is plenty, and XHTML is very easy  
to get a handle on for web based stuff. Flash or Director for desktop  
client prototypes is a little more involved, but not at all out of  
reach.

That barrier is a small price to pay to regain control of the final  
end design of our products.

> Think about all the prototypes that have been made over the years  
> in industrial design and architecture. Most of them were not pixel  
> perfect prototypes—especially in architecture, they're scale  
> models. In architecture, they build from drawings. In software, we  
> often build from either drawings, a written documents, prototypes,  
> or a combination. So, we have overlap with other industries and  
> some uniqueness to our own situation.

How is a scale model, one that is also attempting to reflect the look  
of the materials used, the environment (even the trees!), the size  
and scale, and all those pieces not a hi-fidelity prototype? The  
scale models I used to build for set design in the theater, which is  
far more budget restrictive than any profession I've ever been in  
since, were quite detailed down to the paint and look of it. In fact,  
no set was ever built until the scale model was approved by the  
director. And when the final piece was built, it had to look exactly  
the like the scale model.

As for industrial design, most professional firms do build scale  
models and do everything possible to make their prototypes as real as  
they can given time and budget. I know of no ID firms that do not  
have that as an integral part of their design process.

> But prototypes it's very easy to see that prototypes do not have to  
> be and rarely are pixel-perfect.

Obviously, I disagree.

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

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


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