On 1 Mar 2009, at 05:16, Andrei Herasimchuk wrote:

[snip]
Now, are those methods "bad" or "wrong." No. They are merely acceptable. I use them all of the time.

Why? According to your scale paper prototypes - for example - are _always_ worse than HTML/JS. alternatives. Are there other dimensions not on the chart that make them better in some contexts?

Are you suggesting that testing the behavior of a slider control with a paper prototype is better than a fully interactive one done on JavaScript?
[snip]

Depends what the context and the goals are. Depends on what dimension you're drawing "better" on.

Because it... erm.. depends :-)

Building a distributed test for a web application that I need to run with geographically distributed group of users - I'll certainly be reaching for HTML/JS as a good solution for testing that slider control.

Want to quickly run an idea I have past Peter in marketing and the dev team - I'll certainly be reaching for a paper prototype.

Different contexts. Different goals. Different needs. Different dimension for better.

Also - some of the stuff in your chart doesn't match my experiences at all. For example, paper prototypes can have marginal/minimal speed for all platforms. In my experience they're the fastest and easiest way to iterate over solutions I know. That's why I use them. Now obviously you lose some things because of that. Fidelity for example. But if you can't iterate through many paper prototype solutions quickly - you're doing it wrong!

And hiring someone to build a prototype is partly the purpose of the chart. If you want to convince your managers and CFOs that you need the budget to hire people to build prototypes to get all those things I've listed, I've given you the tool top do so. If your execs want the things listed in the chart and be able to see and iterate and work faster, then yes, you will absolutely have to hire if you don't have the skills in-house. Why is that bad thing?

More, get the budget to get time to retrain yourself on newer coding methods and whatnot. Again, writing code and making stuff with your own hands is fun. It's why I got into design instead pushing paper at a desk.

I *love* code. I code. I wish more designers could code. My personal work patterns, the team that I work with, and the work that I do means that we move to code very, very early in the process.

The media/platform we pick for prototypes depends on our needs and goals. Not on any fear of coding or lack of resources.

That said, I still think there's a bigger problem with the slant in favor of reusability. It's been my experience that the more time and effort you invest in a realistic, reusable prototype, the more of a vested interest you have in believing that you already have the right answer.

That is entirely 180 degrees the opposite of my experience. On all projects I've built and designed where more realistic and accurate prototypes have been part of the process, iteration has far exceeded any other means. The main reason is that very large interaction problems become extremely obvious and are exposed far earlier in the schedule.

My experiences match Adam's.

Personally I have found that large interaction problems are spotted just as well by lo-fi prototypes in the majority of cases. The length of time it takes to develop hi-fi prototypes slows iteration and moves discover later in the schedule. Making it less likely that there are time and resources available to fix the issues.

There are - of course - exceptions. Places where lo-fi testing and exploration doesn't work well. I can't imagine doing much paper work when developing a UI with a touch/gestural interface. I'll certainly reach of JS/HTML prototypes when I have a tricky bit if hide/reveal functionality to show.

But code is not always better. Where the limits of the media/platform don't get in the way - lo-fi generally beats hi-fi for speed of iteration in my experience.

In fact, it is without more robust prototypes where teams dig in because they run out of time and decisions have to stick for shipping and everyone just waits and see how the final product tests in the field instead of changing things during the design process.

Since we spotted those big problems early in the process with lo-fi prototypes that's not been an issue for me.

The reusability metric is how the way I make it palpable to people who pay the checks. I find that means of communicating the value of the prototype (along with time savings and iteration) works well.

In other words, if you've spent a lot of time creating assets (graphics, code, behavior) that you expect to reuse in the final product, the more attached you become to those assets.

Absolutely not. And people who do that tend to do that regardless of prototyping methodology. That's a problem inherent with someone who hasn't been trained properly on how to iterate fast and throw away a lot of design work generally speaking.

It's not just the designer. It's the client too.

1) If they're seeing a lot of expense developing resources only to see them thrown away I think they have a right to complain loudly unless you're showing a lot of value for that expense. In my experience that value is rare.

2) Setting client expectations is harder. Half a day of paper prototype work is obviously throw away. Half a day producing a single mockup on a real computer - with real interaction - less so. Yes - you can explain it to the client. But I find it harder. Yet another dimension.

When there is no expectation that the assets for the prototype will be reused, development of the prototype is faster and it's easier to toss things out that are wrong or don't work as expected.

See above.

Now if you already know you're right, a hyper-realistic prototype with reusable code and graphic assets may be useful. This brings up an important missing piece from the chart, which is any discussion of the goal of creating the prototype and how different mediums may be more or less appropriate for different goals. If your goal is to test overall concepts, I think this chart is totally misleading. If the goal is to test if your concepts are possible given the technology, the chart seems more reasonable.

Again... 180 degrees from my experience. In fact, this past week we had one of those scenarios where creating a prototype had to be done with real code to get a true sense of the thing we wanted to do. We're designing a new email marketing product for a client. The team had been brainstorming all sorts of models and means to create structural layouts, and on paper, the idea we had wanted to try wasn't reading very well, even to ourselves. So we built a quick JQuery based version of the idea -- something that took all of one afternoon -- so we could try it out. We then showed that to the client, and they could now see the interaction live and in person and see for real what the idea was.

Now we're moving forward with that direction, one that we could never have done with paper prototyping, click-throughs etc. And it's probably going to be a decision that sticks. Given a 16 week schedule to design and build something from scratch that is production ready, that's a very big deal.

And that's cool. I've had similar experiences myself.

How was the value of the rest of the paper based work? Did you throw all of it away? Could you have avoided all of it and just done everything in HTML/JQuery? Could you have done it as fast?

I'm not saying paper prototyping is always better. I'm saying it depends :-)

One of the things I think tends to happen in this field is people conflate "prototyping" with "sketching." In all of the discussions I've had, it seems to me that paper prototyping is one of those horribly misnamed design activities. It probably should have been called "interactive sketching." I was in fact going to leave it off the diagram for that very reason, in that I think it's a poorly named thing and not a prototype at all. But to do so I imagine I would have gotten more flack.

It's not just the paper-prototype vs everything else that I find confusing on your charts for example. Other comparisons don't make a huge amount of sense to me either. To pick one more the different values comparing click-through screen shots and click-through HTML don't make much sense to me either. It depends what you're putting on each of them. It depends what information you're looking for.

It does rather sound like different definitions of "prototype" is where the discussion really lays.

Further, for a field that calls itself "interaction design" I think it is high time people start to truly embrace the means and methods that will allow you to design... Interaction. Interaction design is not workflow diagrams. And if it ever was, it was only so on websites in the late 90s and now early 00s. Now that all this web and mobile stuff is finally starting to behave with the richness found in desktop clients from the 80s and 90s, it's high time to take back the design of the interaction by using something like JQuery to prototype the idea, not scissors, paper, glue.

I'll work with anything that gets me a better product. As somebody who is very happy with the coding side I still find scissors, paper and glue (and whiteboards, and sticky notes, and index cards, and talking, and moving very quickly into live development, and many other things) give me more value than hi-fi prototypes in many contexts.

I do, like you, wish that more designers had coding skills. Although that's as much to break deeply broken stereotypes that many have about coders and coding as it is to allow them to develop things themselves :)

Cheers,

Adrian



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