In my current project, here's the process I followed:
 - Loose visual conceptual model of the site and its flow, in Visio
(flowchart boxes on the page, no decoration, notes for myself about what
goes where)
 - Rough hand-drawings of major pages that define the experience (free-form,
loose notes and doodles about icons and graphics, some notes about color
themes, font sizes, loose representation of headline-to-body-text
relationship)
 - I did a rough wireframe in Visio to emulate my hand-drawings, but quickly
realized I was going to get a lot farther, much faster, with Fireworks (my
favorite design tool)
 - I mocked up all of my rough pages in Fireworks CS3.  The best thing they
added was the ability to have multiple pages in a single file, with a master
page containing the common header, footer and background.  It took me about
a week to go from rough drawings and wireframes to about 15 well-formed
pages with full graphic treatments.
 - I dove into dreamweaver to define the basic stylesheet with fonts and
general classes for major blocks, headline tags, and common conventions.
 - I created a second Fireworks file to hold common buttons that weren't in
my first mockup, and to preserve the mockup from the slicing I needed to
keep images small (I just need a 1px-wide slice of my background image, so
slicing the mockup would have broken things apart).  Again, Fireworks comes
through with button templates, common library elements, and multi-pages (I
have a page for buttons, backgrounds, photos, images, icons, and
"miscellaneous")

As soon as I had anything to share, I showed it to everyone I could.  I'm
still planning to schedule sessions with users, but until I get my recruits,
I put the design (in Visio, JPG & DHTML form) in front of potential users
and SMEs).

My developers are about a week behind my prototyping, so I'm beginning to
treat their pages with styles and elements from the DHTML prototype.

I always wind up with an DHTML prototype, because that's the only way I can
confidently define and test the interactions I'll need.  In this case, I
redesigned one critical page once I had coded it because I discovered
several ways to make the process more efficient.  I couldn't have done that
in Fireworks without a ton of extra effort, but in DHTML, I have to use the
page myself several hundred times a day.  Once I have to use it for my own
testing, I'm driven to make it faster and more intuitive.

>From start to finish, total effort was about 3 solid weeks, stretched out
over the past 1.5 months.  My developers use "stories" to define experiences
in an agile paired-programming model, so I have found delivering a set of
stories with each prototype helps them see how pages fit together and how
interactions on a page should work.  It also lets me define requirements
that were too difficult to prototype but must be included (i.e. if I forgot
to add "remove" buttons to items in a table, my story would be "The teacher
can add a statistic to the table and remove it by clicking the Remove link
next to the item (not represented in prototype)").  I came from an
old-school business-requirements model of working, but this new story-method
is a lot easier and faster.  We meet once a day and have a deep dive twice a
week, so I'm sure that's helping as well.

Hope this helps... I haven't tried Thermo yet, but will take a look since
your review =].  My biggest problem with the above is I'm much more
productive once I'm in DHTML mode, so it would be nice to attach CSS styles
and HTML tags to Fireworks symbols, so if you exported a page as HTML it
would get you moving more quickly.  Right now you're limited to a kludgy
table-layout export that's a nightmare to rebuild in Dreamweaver (and
disconnects you from your original PNG file).

Bryan
http://www.bryanminihan.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fred
Beecher
Sent: Tuesday, January 08, 2008 1:05 PM
To: IxDA Discuss
Subject: [IxDA Discuss] Prototyping with Adobe CS3

Hi all,
Ever since Thermo came out, I've started paying more attention to Adobe
products and their potential for use in rapid prototyping. Previously, I've
thought of these products as being massive, teetering piles of features that
need to be "integrated" (read: "made even more complex") in order to produce
effective prototypes. But the UXP I saw demonstrated in Thermo has wreaked a
little havoc with my prejudices.

Have any of you worked with the trio of Fireworks, Dreamweaver, & Flash to
do rapid prototyping? What is your process like? How do you deal with
printed documentation? How do you make your prototyping "rapid" (i.e., do
you/can you create Visio-like stencils)?

Thanks for any insight,
F.
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