I use interactive wireframes  with varying fidelity, scaled to
prototypes. but always find that having a full sitemap/storyboard/flow
is indepensible as often getting buy in on changes is connecting the
dots between two different parts, requires the static pages serve as
the dots and the user's actions as the lines.

> states) could have been handled by the documentation,

Alas, documention is only as good as it is understoood and followed.
While it's great for the person writing it, for developers it's often
skimmed in a hurry and then if it's iterative doc with many changes,
unless the changes are broadcast (like source code/wikipedia) further
iterations.  Showing people, integrating it with user stories to get
emotional traction as you suggest have historically been far more
impact for to dev teams. The narrative also serves as a mnemonic,
rather than some blurb in the documentation.


> So what might help?   *Animation.*   Even having the mouse drag across the
> screen between state 1 & 2 (pre/post click) embues a feeling of liveness.

Amen. Especiallly in dragging, this is one of the reasons I prefer
Flash to Fireworks as emulating the mouse and any moving graphics and
transitions can be done easily, either by hand or by script.

> Flash sucks because it involves manual labor of importing each frame, and
> then if you edit your masters you have to redo everything.

If you know flash you will start quickly creating movieclips so you're
not working with raw assets on the timeline and thus can resuse assets
on many screens (thus changes to one propogate). Many high fidelity
prototoypes and apps I use only have a single frame, and either turn
on/off various screens in the stack, or attach them dynamically to the
stage.

Troy.
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