On Nov 11, 2007, at 7:19 PM, Andrei Herasimchuk wrote:
> On Nov 11, 2007, at 4:56 PM, Eric Scheid wrote:
>
>> On 12/11/07 11:19 AM, "Andrei Herasimchuk"
>> <[EMAIL PROTECTED]>
>> wrote:
>>
>>> Maybe we should flip this question as you guys seem to be thinking
>>> different than I am. What do you think pixel perfect means?
>>
>> if in the final design, for a given screen, window size,
>> interaction state
>> (etc) a given element is "x" pixels in size, then the same element
>> in the
>> prototype under the same conditions would also be exactly "x"
>> pixels insize.
>
> Ok. That's what I mean as well. So what's so controversial then about
> a prototype that basically acts just like the real thing?
Controversial, maybe not much.
"Dangerous", maybe. I've seen cases with "danger" on both ends.
One was a set of screen captures which purported to be from a
"finished" app, which were used for some very early user research, and
were also passed on to QA (in lieu of a spec, and MRD, or pretty much
any other documentation or description) for test plan creation. Blame
it on whatever misconceptions and misdirection you like, but the
"pixel perfect" consistency of the images led to weeks of wasted work,
with test plans based on inferred functionality and even when the
prototype nature of the images was understood, still more wasted tim e
learning to back away from the underlying concepts which had become
wedged into QA's consciousness.
The other is when the prototype becomes the end product. Something
which was never intended to be the finished item, not built with the
underlying infrastructure, then gets retrofitted into being what is
wanted, and this causes problems continuously through the production
cycle as item after item pokes up and says "hey, I'm still a prototype
over here" and has to be rearchitected on the spot. Which resulted in
a hodgepodge of spaghetti code and patchwork because every problem was
solved independently and sometimes differently. All underlying design
consistency got tossed in order to maintain the surface established by
the too-good prototype.
Not that these things always happen with high-fidelity prototypes, but
they can. We have to avoid falling into the traps set by such.
-- Jim Drew
[EMAIL PROTECTED]
http://www.soundskinky.com/blog/
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