Critical Acclaim for Effective Prototyping for Software Makers!Effective Prototyping for Software Makers is the first book in our field that covers the breadth and depth of prototyping m
Trang 2Critical Acclaim for Effective Prototyping for Software Makers!
Effective Prototyping for Software Makers is the first book in our field that covers the
breadth and depth of prototyping methods Other books and articles focus on a particular prototyping method, but in this book you learn about wireframes, card sorting, storyboard prototyping, Wizard of Oz prototypes, and more! Renown HCI experts Arnowitz, Arent, and Berger have written a comprehensive book that is filled with practical knowledge, passion for prototyping, savvy insights, and clear examples Effective Prototyping for Software Makers is the sine qua non resource for prototyping and should be required reading for students, HCI practitioners, software developers, and product managers This book is, quite simply, the best resource on prototyping that you can buy.
Chauncey Wilson, Usability Manager, The MathWorks
Artists sketch before they paint; writers produce outlines and drafts; architects make drawings and models; aircraft designers take models to their windtunnels-all these activities are forms of prototyping Designing and building effective software requires deep understanding, and this requires effective prototyping, but most software designers and developers don’t seem to know the full range of available tools, techniques, and processes Effective Prototyping is written by steadfast and reliable guides who cover prototyping techniques in remarkable depth This book is a thorough guide to
prototyping for both newcomers and the experienced It will take you step by step
as well as explain the purpose of each step
This is the essential handbook of prototyping.
Richard P Gabriel, author of Innovation Happens Elsewhere
There are many steps in the development of successful software projects, but one major key is prototyping: rapid, effective methods for testing and refining designs Effective prototyping can be remarkably simple, yet provide powerful results without delaying the project Indeed, effective prototyping is often the key to faster development Up to now, there has been no single source for how it is done But here, in this comprehensive book, Jonathan Arnowitz, Michael Arent, and Nevin Berger explain all in this essential guide to software prototyping.
Everything you ever wanted to know, but had no idea who to ask.
Don Norman, Nielsen Norman Group & Northwestern University, author of
Trang 3prototyping as a way to reduce risk and increase the likelihood of customer adoption and loyalty It shows how prototypes not only improve product quality, but also support collaborative work, help build product strategy, and create a shared sense of purpose among development team members
The book presents a comprehensive survey of tools and techniques and provides practical, detailed explanations, with illustrations, of how to plan and build prototypes
The authors draw on their deep professional experience to recommend appropriate prototyping techniques for various stages of product development This important advice will undoubtedly save many readers from choosing the wrong method at the wrong time.
Whether you are the manager of a development team or a developer or designer working
on a user interface product, this book will expand your appreciation of prototyping and give you countless ways of doing your work better Whether you read it cover-to-cover or just dip in for some just-in-time assistance, this book gives you a practical and theoretical foundation for making your own effective prototypes.
This is an ideal text for professional software engineers and designers who are new to prototyping as well as students in engineering, design, and human factors The concepts and techniques presented in this volume should be considered part of the foundational knowledge for anyone in the software development field I recommend this book to any software company that wants to improve their capability to build great products.
Jim Faris, The Management Innovation Group LLC
Trang 4EFFECTIVE PROTOTYPING FOR SOFTWARE MAKERS
Trang 5Effective Prototyping for Software Makers
Jonathan Arnowitz, Michael Arent, Nevin Berger
The Persona Lifecycle: Keeping People in Mind Throughout Product
Design
Jonathan Pruitt and Tamara Adlin
Cost-Justifying Usability
Edited by Randolph Bias and Deborah Mayhew
User Interface Design and Evaluation
Debbie Stone, Caroline Jarrett, Mark Woodroffe, Shailey Minocha
Rapid Contextual Design
Karen Holtzblatt, Jessamyn Burns Wendell and Shelley Wood
Voice Interaction Design: Crafting the New Conversational Speech
Systems
Randy Allen Harris
Understanding Users: A Practical Guide to User Requirements
Methods, Tools, and Techniques
Catherine Courage and Kathy Baxter
The Web Application Design Handbook: Best Practices for
Web-Based Software
Susan Fowler and Victor Stanwick
The Mobile Connection: The Cell Phone’s Impact on Society
Richard Ling
Information Visualization: Perception for Design, 2 ndEdition
Colin Ware
Interaction Design for Complex Problem Solving: Developing Useful
and Usable Software
Barbara Mirel
The Craft of Information Visualization: Readings and Reflections
Written and edited by Ben Bederson and Ben Shneiderman
HCI Models, Theories, and Frameworks: Towards a Multidisciplinary
Science
Edited by John M Carroll
Web Bloopers: 60 Common Web Design Mistakes, and How to
Coordinating User Interfaces for Consistency
Edited by Jakob Nielsen
Usability for the Web: Designing Web Sites that Work
Tom Brinck, Darren Gergle, and Scott D.Wood
Usability Engineering: Scenario-Based Development of Human-Computer Interaction
Mary Beth Rosson and John M Carroll
Your Wish is My Command: Programming by Example
Edited by Henry Lieberman
GUI Bloopers: Don’ts and Dos for Software Developers and Web Designers
Jeff Johnson
Information Visualization: Perception for Design
Colin Ware
Robots for Kids: Exploring New Technologies for Learning
Edited by Allison Druin and James Hendler
Information Appliances and Beyond: Interaction Design for Consumer Products
Edited by Eric Bergman
Readings in Information Visualization: Using Vision to Think
Written and edited by Stuart K Card, Jock D Mackinlay, and Ben Shneiderman
The Design of Children’s Technology
Edited by Allison Druin
Web Site Usability: A Designer’s Guide
Jared M Spool, Tara Scanlon, Will Schroeder, Carolyn Snyder, and Terri DeAngelo
The Usability Engineering Lifecycle: A Practitioner’s Handbook for User Interface Design
Deborah J Mayhew
Contextual Design: Defining Customer-Centered Systems
Hugh Beyer and Karen Holtzblatt
Human-Computer Interface Design: Success Stories, Emerging Methods, and Real World Context
Edited by Marianne Rudisill, Clayton Lewis, Peter P Polson, and Timothy D McKay
The Morgan Kaufmann Series in Interactive Technologies
Series Editors:
• Stuart Card, PARC
• Jonathan Grudin, Microsoft
• Jakob Nielsen, Nielsen Norman Group
Trang 6EFFECTIVE PROTOTYPING FOR SOFTWARE MAKERS
Jonathan Arnowitz Michael Arent Nevin Berger
AMSTERDAM • BOSTON • HEIDELBERG • LONDON
NEW YORK • OXFORD • PARIS • SAN DIEGO
SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO
Morgan Kaufmann Publishers is an imprint of Elsevier
Trang 7Publisher Diane Cerra
Publishing Services Manager George Morrison
Production Editor Dawnmarie Simpson
Assistant Editor Asma Palmeiro
Composition Integra Software Services, Pvt., Ltd., Pondicherry, India, www.integra-india.com
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Morgan Kaufmann Publishers is an imprint of Elsevier.
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This book is printed on acid-free paper.
© 2007, Michael Arent, Jonathan Arnowitz, and Nevin Berger Published by Elsevier, Inc All rights reserved.
Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration.
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Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone:
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“Support & Contact” then “Copyright and Permission” and then “Obtaining Permissions.”
Library of Congress Cataloging-in-Publication Data
Arnowitz, Jonathan.
Effective prototyping for software makers/Jonathan Arnowitz, Michael Arent, Nevin Berger – 1st ed.
p cm.
Includes bibliographical references and index.
ISBN 0-12-088568-9 (alk paper)
1 Computer software–Development I Arent, Michael II Berger, Nevin III Title
QA76.76.D47A762 2006
005.1–dc22
2006019373 ISBN 13: 978-0-12-088568-8
ISBN 10: 0-12-088568-9
For information on all Morgan Kaufmann publications,
visit our Web site at www.mkp.com or www.books.elsevier.com
Printed in Canada.
06 07 08 09 10 5 4 3 2 1
Trang 8To Morris Arnowitz and in memory of Harriet Welton Arnowitz.
Trang 94HIS
Trang 10ACKNOWLEGEMENTS xxvii
How Will Users and Other Stakeholders Respond to the Design? 12
Which Approach Can Be Taken to Get From Concept to Product? 14
How Can Prototyping Support Product Design Specification? 15
How Can Prototyping Contribute to Better Product Scheduling
CHAPTER 2 THE EFFECTIVE PROTOTYPING PROCESS 21
Step 3: Specifying Content and Fidelity (Chapter 5) 22
CONTENTS
Trang 11Phase II: Specification (Chapters 6–8) 22Step 4: Determine the Right Prototyping Characteristics
CHAPTER 3 VERIFY PROTOTYPE ASSUMPTIONS AND
Iteration 6: From Coded Prototype to Software Requirements 46
CHAPTER 4 DEVELOP TASK FLOWS AND SCENARIOS 51
Trang 12Step 2: Identify Dependencies 54
Techniques to Adjust the Fidelity of Information Design 92
Techniques to Adjust the Fidelity of Interaction Design
Contents | xi
Trang 13System Performance/Behavior 99Techniques to Adjust the Fidelity of the System
Trang 14Step-by-Step Guide to Selecting the Right Characteristics 128
Contents | xiii
Trang 15Paper Prototyping 140
Trang 16Visual Design Guideline 1: Information Flow (Directional) 179
Visual Design Guideline 2: Grid-Based Organization
Visual Design Guideline 3: Rhythm and Pattern (Directional) 182
Visual Design Guideline 4: Unity and Variety (Organizational) 183
Visual Design Guideline 5: Typographic Structure
Visual Design Guideline 7: Logical Grouping (Organizational) 189
User Interface Guideline 1: Progressive Disclosure (Directional) 191
User Interface Guideline 2: Efficiency (Organizational) 193
User Interface Guideline 3: Fitt’s Law (Directional) 193
User Interface Guideline 4: Learnability (Directional) 194
User Interface Guideline 5: Speak the Audience’s Language
User Interface Guideline 6: Explicitly Show Required Actions
User Interface Guideline 7: User Interfaces Should Reflect
User Interface Guideline 8: Universal Accessibility
Contents | xv
Trang 17Step 2: Blockout most Important Regions 210
CHAPTER 11 REVIEW THE DESIGN: THE INTERNAL REVIEW 221
CHAPTER 12 VALIDATE AND ITERATE THE PROTOTYPE 235
The Strategy of Validating and Ensuring Usability via the Prototype 235Usability Testing: The Tactics of Validating and Ensuring Usability
What Are the Most Appropriate Ways to Hand Off Your
Trang 18The Product Design Guide 248
An Overview of What a Card Sorting Prototype Looks Like 253
Available Card Sorting Software [Courage and Baxter 2004] 271
A Quick Visualization to Understand Scope, Structure,
An Idea Sandbox to Play Around With Different Product
Contents | xvii
Trang 19Make Sure All Members of the Software-Making Team
A Medium to Begin Documenting Requirements or
A Quick Visualization of Task Flow Through an Idea 281
Step 1: What Is the Source of the Wireframe Content? 283
Trang 20How the Storyboard Is Iterated 313
Contents | xix
Trang 21Step-by-Step Guide to Create a Digital Prototype 351
Trang 22CHAPTER 20 VIDEO PROTOTYPING 387
What Are the Benefits of a Visionary Video Prototype? 389
Who Participates in the Video Prototype Creation Process? 393
Procedure for a WoO Prototype for a Spoken Natural
Trang 23Step 7: Usability Testing 416Variation 1: WoO for Simulating Advanced
Variation 2: WoO Method to Help Test an
What Content are Included in a Wizard-of-Oz Prototype? 418
Step-by-Step Guide to Creating High-Fidelity
Trang 24CHAPTER 23 PROTOTYPING WITH OFFICE SUITE APPLICATIONS 441
Sophisticated Graphics: Something They’re All Missing 443
Who Would Use Office Suite Applications for Prototyping? 443
Contents | xxiii
Trang 25Step 4: Add Text 478
Step 1: Getting Started (Set Up Your Environment and Stencils) 492
Step 3: Window Functions (Design Top-Level Menu and
Step 4: Design Content Area (Mockup Areas to Display Files
Trang 26CHAPTER 25 PROTOTYPING WITH ACROBAT 519
Trang 274HIS
Trang 28Where to begin?
The easiest place to begin is with our devoted families We couldn’t have
accom-plished the Herculean effort of this book without the unwavering, loyal and loving
support of: Jacqueline Arent, Nick Arent, Vanessa Arent, Minne Fekkes, Sarah
Arnowitz, Lisa Norman, Eli Berger, Ezra Berger, and Emma Berger
This book could not have been adequately written and produced without the
vote of confidence, guidance and support of our publisher and patron saint, Diane
Cerra
We extend our sincere gratitude to the contributors, who helped in ways beyond
their individual chapters: Ji Kim and Dave Rogers We want to graciously
acknowl-edge those special people who devoted their time to diligently and substantively
reviewing the manuscript: Jim Faris, Dirk-Jan Hoets, and Deborah Mayhew We are
indebted to our tireless editor, Casey Jones
We also want to thank those who gave us their support along the way: Laurie
Vertelney, Jeff Herman, Meg Dastrup, Wendy Mackay, Don Norman, Chauncey
Wilson and Mary Czerwinski With so much guidance, any inaccuracies that remain
are truly the fault of the authors
And last but not least we want to thank the Effective Prototyping photo shoot
team: Mark Detweiler, Sabine Kabel-Eckes, Sally Lawler Kennedy, and Mohini
Wettasinghe We have chosen not to use real life test subjects or users in this book
We feel to do so would be an abuse of the test participant’s cooperation So thank
you team for making these illustrative photos possible by giving up your already
diminished free time for the photo sessions
Lastly, we would like to thank a few people who have personally helped us, or
otherwise inspired us to get to the point in each of our lives where we could write
this book
Nevin: My first thanks goes out to my co-writers who have shouldered the heavy
lifting in this endeavor Jonathan, who held the vision, inspired us and always had
wonderful wine available to keep our fortitude up Michael who could always could
be counted on for his strength, thoroughgoing and a plate of baklava for treats In
ACKNOWLEDGMENTS
Trang 29my user experience career I have always found creativity as my greatest tool I havebeen inspired by creative artists and thinkers such as Alberto Giacometti, AlbertEinstein, William De Kooning, Wolfgang Amadeus Mozart to name but a few.Michael: My career in technology user experience design and management hasbeen an adventurous and exotic Marco Polo-like journey with many inspiring influ-encers: Leonardo da Vinci, Wolfgang Amadeus Mozart, Wassily Kandinsky, LeCorbusier, Jimi Hendrix, Wolfgang Weingart, Laurie Anderson, NicholasNegroponte, Philip Glass, Aaron Marcus, Philippe Starck, Ron Baecker, JoyMountford, Don Norman, Frank O Gehry, and Arundathi Roy.
Jonathan: It has been a bumpy road to this place where I can write a book likethis with such excellent colleagues I got where I am because of these visionary peo-ple: my thankfulness is both profound and humble (if in some cases a little late):
Dr Harold G Marcus, Howard Thomas, Jo Ann Avalos, Alan Balch, Piet Vonk,Martin Simpson, Tasoula Georgiou-Hadjitofi, Lieven Baeten, Gijs der Waal, EstherDunning, David Zeidman, Bill McCarthy, John Thackara, Wendy Mackay, MarilynTremaine, Joseph Konstan, Jose Arcellana, Motasim Najeeb, Diana Gray and mostrecently Michael Arent and Dan Rosenberg For inspiration, I have turned to manytimes: Gustav Mahler, Friedrich Nietzsche, and the towering figure who keeps us allhonest Don Norman
Michael Arent, Jonathan Arnowitz, Nevin Berger
The San Francisco Bay Area, California, 2006
Trang 30EFFECTIVE PROTOTYPING, WHY THIS BOOK?
Effective Prototyping may seem like an odd title: Who ineffectively prototypes?
Actually, we all do We’d all like to think our prototypes are effective and that we
have a sophisticated understanding of prototyping In reality this isn’t true due to
the simple fact no book we know of addresses these concepts In fact, most
proto-types are often either overachieving or underachieving, neither of which serves
soft-ware-making purposes well It’s the effective prototype that assures your prototype
will hit the mark
OVERACHIEVING PROTOTYPE
An overachieving prototype artificially wows an audience by showing inappropriate
high fidelity too early in the software creation process An artificial high fidelity,
while it may impress, will often cause many design decisions to be made
prema-turely – a leading cause for finding yourself designed into a corner This usually
happens due to thoughtful striving to be as thorough as possible without
under-standing early in the process how thorough to be When design decisions are made
early, little (or no) room remains for successfully evolving a software concept to an
optimal outcome
UNDERACHIEVING PROTOTYPE
An underachieving prototype under whelms the audience through its ambiguity,
and gives the presenter maximum, even dangerous, flexibility to fill in the blanks
with persuasive verbal descriptions The lack knowing what should be thorough
leads to the dangerous situation of an unshared understanding of what a prototype
represents Again, this is generally caused by a lack of guidance as to what should
be thorough and what not An undeveloped prototype leaves vague, aspects that
should be concrete The result is a prototype that leaves it to the reader to fill in
the blanks
Trang 31EFFECTIVE PROTOTYPE
Overachieving prototypes close discussions early in the process by allowing sions to be made too early These seeming decisions can become confusing to dif-ferent stakeholders By contrast, underachieving prototypes give little to inspire thenext steps of design Effective prototypes combine the right mix of conceptual andexperiential prototyping to accurately express the current state of understanding ofthe software product or service
deci-Effective prototyping is a learnable, repeatable process where the prototypingapproach depends on effective analysis of the current state of requirements as well asthe current needs of your organization Effective prototyping uses the right prototypingtool, method, and process given the appropriate need In order to succeed at prototyp-ing, the effective prototyper must understand all of the variables involved in prototyp-ing, including their advantages and disadvantages The effective prototype allows theaudience to understand ideas without being overwhelmed by superfluous details.Anyone can be an effective prototyper; and anyone can prototype with softwaretools they already know how to use No doubt for some people this statementraises a few questions
THE YES QUESTIONS
Can I prototype? Yes Anyone can prototype if they understand their goals and rent stage in the software development process
cur-Can I prototype with the tools I already know (or have readily available)? Yes.You can adapt almost any tool to create a successful prototype
A The back of a dinner napkin? Yes
A Paper? Yes
A Presentation tools? Yes
A Office productivity software, such as a word processor or spreadsheet cation? Yes
appli-A Video software? Yes
A Programming software? YesWill it be easy for me to prototype even though I haven’t already incorporated itinto the software creation process? Yes Prototyping can be incorporated in anystage of the software design process, even at multiple stages for varying purposes.It’s never too late to start prototyping Almost anywhere in the software creationprocess, you can slip in some form of prototyping A little and late is better thannone, and your product will be better for it
THE NO ANSWERS
Do you need graphic software experience to prototype effectively? No Graphicsoftware tools are just one of many tools that can be used
Trang 32Do you need special prototyping tools in order to prototype effectively? No.
Depending on the method, you can use almost any tool you have available, even a
word processor
Do you need to be a designer (or an artist) to prototype effectively? No Not all
prototypes will have logos and pictures in them, and many that do require no more
skill than capturing and pasting what you find on your corporate website or a clip
art library
Do you need to be a developer to prototype effectively? No
Is implementing a prototyping process into my software development timeline
going to cost a lot and take a lot of time? No Prototyping can be included at
vari-ous stages in the software development process, using a variety of styles, many of
which are inexpensive and rapid
We don’t want you to just accept the above answers at face value, this book
aims to prove it
Effective prototyping means understanding prototyping characteristics, content,
methods and tools
SHIFTING PRIORITIES IN FAVOR OF EFFECTIVE PROTOTYPING
The current focus on rapid software development often uses prototyping too late in
the development process This late implementation of design work seems to occur
due to a focus on the wrong priorities rather than bad practice – a focus on
func-tionality rather than usable funcfunc-tionality The industry fixation with and emphasis on
software production comes at the cost of diminished emphasis and priority on the
conceptual and design aspects of software product or services development What
else can explain the fact that compared to the few published works on software
design and usability there is a plethora of books concentrated on software
engineer-ing and production Until this book, not a sengineer-ingle work was dedicated solely to one
of the most important activities in software creation: prototyping With this book
explaining the characteristics, methods, and tools of prototyping, in addition to
where and how prototypes fit in the software creation process, we hope to shift the
priorities of software making toward software conception, design and usability
CHARACTERISTICS
Prototyping characteristics are the many aspects that define a prototype Until
recently, the industry has only discerned between high and low fidelity, and even those
terms are often misunderstood This book defines seven overarching/primary
proto-typing characteristics that you will use to select the appropriate protoproto-typing method
CONTENT
The content of a prototype is what is contained in your prototype and what you
design A prototype can contain many different kinds of content, including
information, visuals, a navigation structure, etc
Preface | xxxi
Trang 33SOFTWARE IS NOT JUST DEVELOPED IT IS CREATED
The term, software development, stresses being driven by engineering rather than its multidisciplinary collaborative nature The activity, developing software, gives us the
impression that the software already exists in some ideal form to be realized byengaging in a methodical scientific process inexorably resulting in the finishedsoftware
The prevailing practice we have observed in many companies suggest that, due
to its technical nature, software will have a predictable outcome as long as the rightengineering methods are followed The reality is much different, with an overwhelm-ing majority of written code (just like the majority of specified design) never seeingthe light of day It is not necessarily bad development that leads to wasted code orbad software, but rather poorly planned or ill-conceived development processes BillBuxton (one of the pioneers in human-computer interaction) made the observationthat successful software making is a process more akin to filmmaking than pureengineering Films are made, not by a waterfall process but rather by doing most ofthe work upfront and then iterating A script and cast of characters are knownalmost in its entirety before filming even begins When filming begins, there is aconstant iteration centered on the core of the script and the cast of characters andreviewing what had been shot each day [Buxton 2003] It is our view that prototyp-ing should play the same role that a script and cast of characters does in films: itshould be the overall plan the core is iterated on
As a part of the software making process, we look more to prototyping as thing to be done early and often In the view of Michael Schrage, co director ofMIT’s media lab, prototypes are “shared spaces” that stimulate discussions,debates and decisions that foster innovation and problem resolution You appreci-ate how they elicit indispensable feedback from customers and end users in usabil-ity testing [Schrage] Prototypes also elicit feedback from the myriad of key internalstakeholders required to build software Indeed just as Schrage envisions prototyp-ing as a collaborative tool shared by clients and consultants, it is even more effec-tive among the members of internal software creation teams Regardless of whoyou are, this book is dedicated to making you and your team into more effectiveprototypers
Trang 34some-Preface | xxxiii
Business Requirements
Functional Requirements
Design
Technical Requirements
Quality Assurance
Release
FIGURE 1 A waterfall in action Water falls down to the bottom never to be seen at the top again.
THE GREAT WATERFALL METHOD
In software engineering, the waterfall method is one of the prevalent processes used to manage
software development projects Waterfall, projects are broken into phases.
The waterfall diagram shown in Figure 2 shows that as the software is passed down from one phase
to the next Each team involved with the previous stage hands over the software to the next team with
no additional input or responsibility required This method is considered to be one of the easiest to
man-age due to the predictable and closed nature of the outcomes The major fallacy with this process is the
assumption that when a phase is done, the work of that phase has been completed forever However, in
reality, analysis rarely stops with design Design almost never stops during the Build phase, and so on.
The result is an artificial separation and compartmentalization of people who need to work together in
collaboration As shown by Ensor [Ensor 1997] in Figure 3, even attempts to bring iteration into the
waterfall process illustrates that this is doomed to failure as time cannot travel backwards For example,
a new business requirement during the build phase, would have a ripple effect causing all previous steps
to be revisited: this is not efficient nor realistic Moreover, we find informal processes, undercutting the
waterfall as teams need to work collaboratively to be efficient.
Trang 35SOFTWARE MAKING AND SOFTWARE MAKERS – A MODEL FOR SOFTWARE CREATION
Too often, software creation is viewed in engineering terms rather than as thecross-disciplinary process it should be perceived as This claim should not be
FIGURE 2 The phases of
a waterfall method as
many software makers
have experienced it.
FIGURE 3 The Waterfall
Test Build
Transition
Production
Trang 36interpreted as anti-engineering; engineers and developers are essential allies and
partners in software creation But they are not the only partners in the complex
process of software making Many people and disciplines share equal footing:
product managers, visionaries, marketers, functional analysts, sales people,
graphic designers, user researchers, interaction designers, etc Effective
Prototyping is not intended to diminish development but to elevate the creation
aspect of software making Moreover, development resources, like all software
development resources, are precious and need to be used effectively It makes
sense to perform many of the more open-ended and exploratory activities
upfront where the use and costs of iterative design and prototyping are much
more effective than later when laborious and costly iteration on software code is
required
We would like to introduce a new term, software makers, inspired by Bill Buxton’s
filmmaking analogy This book is for software makers, the individuals who
concep-tualize, create and produce software The term software maker encompasses the
different disciplines that collaborate in the software creation process Software
mak-ers include:
• Business analysts • Information designers • Usability engineers
• Cognitive and social • Interaction designers • User experience designers
scientists
• Developers • Product and customer • User interface designers
support
• Domain specialists • Product managers • User interface developers
• Functional analysts • Product marketers • Visual designers
• HCI professionals • Quality assurance • And other related
create software
• Human factors • Software architects
professionals
• Industrial designers • Software engineers
• Information architects • Technical writers
The list is indeed long, but all of these stakeholders can improve software
design by contributing to the prototyping process While this book is primarily
writ-ten for the software maker, it may also appeal to educators and students of user
interface and software design As practitioners, this book makes no claims to
aca-demic rigor, but is based on best prototyping and design practices as well as the
input from many top designers interviewed for the preparation of this book as well
as our own experience in software creation
We would also like to add that our focus is intended to be platform
independ-ent The techniques and tools mentioned in this book are equally appropriate for
creating software for web, desktop, kiosk, or handhelds
Preface | xxxv
Trang 37THE STRUCTURE OF THIS BOOK
Because this book is aimed at a broad audience, no assumptions are madeabout our reader’s prior knowledge Therefore we’re covering prototyping broadlyand not assuming the user has experience in more than one major discipline ofsoftware making Likewise, we have strived to write a stand-alone book To dothis we have included guidelines and tips that only some readers will need.Also, given the broad range of software making disciplines, some sections willinevitably be too basic for some readers Hopefully, we have clearly marked thesesections, such as the HCI guideline of Chapter 10, which will strike some engi-neers and graphic designers as very handy, but our HCI colleagues may findthem very basic
Chapter 1: Why Prototyping – presents a case for using prototyping methods If
you are already an experienced prototyper, you may want to skip this chapter butkeep it available as a handy reference when trying to convince others of the impor-tance of prototyping Chapter 1 includes a brief historical perspective, focusing onthe influential practitioners of prototyping
Chapters 2–13: The process of effective prototyping
The first part of this book focuses on the process of prototyping as presented inFigure 4 This part begins with chapter 2 giving an overview of the entire process.Chapters 3–5 outline the planning phase of the process Chapters 6–8 cover thespecification steps While chapters 9 and 10 cover design and chapters 11–13 theresults For those who have never prototyped, these chapters will be a handy guide
to start For those who are already familiar with prototyping, these chapters mayprove useful to round out or expand your current view of your prototyping practice.For the expert, some chapters may be more helpful than others depending on yourexperience and knowledge
Chapters 14–22: The most popular methods of prototyping
The chapters in the second part cover the most common prototyping methods:how to do them and when to do them Step by step instructions are given wheneverplausible, as well as templates and sample documents These chapters cover cardsorting, wireframe prototyping, storyboard prototyping, paper prototyping, digitalinteractive prototyping, blank model prototyping, video prototyping, Wizard of Ozprototyping, and coded prototyping
Chapters 23–26: Prototyping tools
The third part of this book is meant to match possible prototyping tools withyour existing skills If you’re already familiar with Visio, you may want to go directly
to that chapter If you know Acrobat, then you may want to start with that chapter.The tools covered in this book are office suite applications (word processor, presen-tation software, spreadsheet), Visio, and Acrobat
About the Effective Prototyping web site
In addition to this book, purchasers of this book can also get access to the EffectivePrototyping web site, which will contain the templates and sample files discussed inthis book The templates and sample files will be in the native format so you can
Trang 38edit them/change them to suit your needs The web site will also be a place to
share your experiences with the book, offer suggestions or changes We hope the
discussion will be lively and will contribute to our continued iterations of Effective
Prototyping It is also our hope to add bonus material to the web site that we could
not include in the book The URL for the web site is
http://www.effectiveprototyp-ing.com/book
To gain access to this web site you need a password You can get the password
by sending an email to booksite@effectiveprototyping.com In the subject line enter
the first five words that appears on page 176 Your password will be sent back to
you by email within 48 hours
So let’s start our discussion of effective prototyping by discussing the why
of prototyping: why you should prototype and what is the business case for
Trang 39Michael Schrage Serious Play: How the World’s Best Companies Simulate to Innovate Boston, MA Harvard Business School Press, 1999
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