I agree with Jesse.  Prototypes and good mock-ups seem to do the trick.
I have been working with a lot of design agencies lately that farm out
the motion design and AS code to me as a freelancer.  I have been paying
special attention to how they interface with the client and how they get
the work.  From what I have seen there is a direct correlation between
how much time they spend mocking-up designs up front even before they
get the job and how often they get the job.  I know, I know, that makes
sense.  But it is really hard sometimes to spend 80 hours on a bunch of
design mock-ups not knowing whether of not the client is going to chose
you.  

I recently asked one of the designers that take this approach and how he
feels about his designs not being used sometimes.  He said if it is a
good flexible design he will often use it for another client down the
road.  So basically, they eventually get paid for the work anyway.  It
is the same as code re-use.  

With this particular design firm, once they get the client they pay me
to do a bunch of prototypes and proof-of-concepts as the first round of
motion comps that they show to the client.  It actually ends up being
cheaper and faster then trying to explain the motion design to the
client.  If you have ever tried to explain how an interface might
animate you can see the point of why it is faster to just show them then
to try to explain it.  "Um... Er... This thingy is going to fade, and
the logo scales in from the left then the background blurs in while the
mask on the text drops down with a nice Exponential-Ease-In-Out".  You
get a lot of blank stares and people asking why the text is in Latin, or
the prep-school-grads tell you that it is not even real Latin.

So basically the most effective workflow that I have seen is:

Initial Meeting: Get requirements  
Detailed Design Comps
Second Meeting: Show the mock-ups, Get the Job  
Create Prototypes and Prove Your Ideas
Third Meeting: Show the motion comps and get feedback
Build it
Forth Meeting: Bug Fixes and Change Requests
Deliver Get Paid From Happy Client



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JesterXL
Sent: Wednesday, March 01, 2006 11:58 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] {Business/Workflow} The use of mock
prototypes

Hrm, opposite for me:
http://www.jessewarden.com/archives/2006/02/prototype_solut.html

In fact, most turn into projects if you aren't careful.  I've found, if
you 
have a talented designer, you're best bet is to get them to create mock 
prototypes to get in front of users quickly before the actual developers

imlement the interface.  Change control is challenging in that the
designer 
is responsible for not only keeping track of what changed, but informing
her 
manager who in turn informs the developers.  Prioritizing those changes
is 
also challenging because developers obviously think functionality is
more 
important, but it's not their call really.

----- Original Message ----- 
From: "Dwayne Neckles" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, March 01, 2006 1:46 PM
Subject: [Flashcoders] {Business/Workflow} The use of mock prototypes


Hello folks,

Just wondering when you are developing flash site how many folks
actually
develop flash prototypes or fake quick mock up of how the site
functional
will feel...it seems like a waste of time to me especially with larger
projects... but if someone didnt mind sharing their experiences on
whether
one should I'd appreciate it.

Thanks,

Dwayne
dnecklesportfolio.com


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