I think you and I share a common perspective of having worked within Industrial Design studios. I think besides the "Time" issue and the "breadth" issue, what I got was "Detail"
It reminds me of the great quote, who's attribution I'm sure someone will remind me of. "The design is not 'in the details' .. the design IS the details." (Is it an Eames quote?) doing so much detail on so many mock ups is exhausting, but heck, you can't knock the results. The bit about working with the stakeholders was also really interesting. I think stakeholders at the business level respond best to detail. I think that is one reason this works really well. But it means, throwing Agile at the door, at least until you get to the development phase (as in a waterfall after design). OR! it means that not just pixel perfect mockups, but also code perfect interactive coded prototypes!!! A lot of this comes out of the practice in ID of having "appearance models". Sometimes these are just grey primers, but they can be as detailed as just short of having the boards and batteries inside of them. once you get one in your hand, you are just amazed how any one can make a decision about "producing" something w/o this level of detail before hand. Why "spend" on production before you KNOW what you are doing. The math never really adds up for me. -- dave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26995 ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... [EMAIL PROTECTED] Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help
