I've been creating complete implementable specs (along with
implementable resources) for software of many types since the 1980s. 
Many projects exist at increasingly higher and higher fidelity
thumbnails until complete pixel-perfect (or whatever format the
deliverable will be in) specs are completed.

I've never really created interactive prototypes, preferring instead
to visualize the interaction using comprehensive flows (of which there
are often multiple versions to explore alternatives).  I also find
that these are adequately communicated to the engineers I primarily
work with.  Increasingly over the past 25 years I've worked with
engineers to create real code, in parts, as we go.  Testing among
ourselves and those closeby, until the whole is completed and then
we'll iterate and make adjustments to that. (this is a simplified
description for what is actually complex and varies in a number of
ways from project to project).

In one particular complex software product, the Kensington VideoCAM
software designed in the Spring of 1999, I worked with one other
designer, nearly in isolation, iterating and designing quite an
ambitiously interactive and nicely featured application.  It
supported the physical camera that was the primary product, but went
pretty far beyond most bundled software of the time to include very
easy-to-use features such as time-lapsed photography, a stop-motion
mode, and video conferencing.

In the end, the specification was a very extensive blueprint,
including detailed logic rules, interactional flows, hundreds of
pixel-perfect state screens, and a state and location placement table
for nearly 800 resources.  Nearly everything in the software had
rollover states, and it was designed to be a "Play to Learn"
interface.

Upon completion, the spec was delivered by the client to their
contract software vendor (who'd previously created software such as
mouse setup utilities).  In three months they had completed the
software, and it was absolutely perfect in its execution of our
design.  And it worked exactly as intended, and was applauded in
numerous industry reviews and magazine articles.  It even made the
Washington Post Magazine's top ten picks for Holiday Gifts in 1999,
with a particular nod to the software.

Some screenshots, including a photo of the spec book, can be seen at
the following URLs:

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image58.html

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image59.html

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image60.html

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image61.html

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image62.html

This is just one of many projects I've done, many in conjunction
with other designers, for a wide range of projects.

Another project, where I directed the industrial design and
engineering and designed all of the physical and visual interface was
the Natus Algo3i Newborn Hearing Screener.

Series of images starts here:

http://www.orbitnet.com/iasummit2005/iasummit2005-Pages/Image72.html

That project was unique in that it didn't even have an operating
system.  I worked with a programmer who programmed the interactional
architecture I designed and the graphic resources I created directly
onto the DSP.  This was not trivial to say the least, but it yielded
incredibly fast performance and lowered the Bill Of Materials
substantially.  It also allowed us to user simpler processing and
display componentry, all of which was part of our goal of making this
device as cheap as possible.  We developed it from scratch in less
than a year, and it was released in 22 countries and in 7 languages.

The only prototypes I created were a series of foam models I made
during the industrial design portion of the project.  The interface
was also designed to be very simple in my "Play to Learn" approach.
 I strongly dislike user manuals, and believe every interface should
reveal its patterns through simple usage and exploration (without
fear of getting lost or doing something wrong).

This also went on to become a very successful product.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=37799


________________________________________________________________
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

Reply via email to