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Practitioners-Guide-User-Experience-Design

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Interactive Prototypes<br />

In making the first type, once again I suggest that you start with quick and dirty versions,<br />

get feedback from your team about them, and do user testing with them early on. It used to<br />

be that developers had to make prototypes, because designers didn’t know how to<br />

program, and many designers still don’t. But many prototyping tools have now been<br />

developed that allow anyone to begin making interactive prototypes in a snap.<br />

I strongly recommend that you follow the practice of rapid prototyping, testing<br />

several versions of rough prototypes of smaller units of your design, rather than starting<br />

with a full prototype. I often begin my prototyping by creating a testable version of just a<br />

single interaction. I again start with the core, with the most commonly performed<br />

interactions. Beginning this way, just for yourself at first, almost always helps you<br />

discover changes you want to make before anyone else is involved at all. But such rough<br />

prototypes have also proven extremely helpful to me in getting feedback early enough<br />

from my team and from users. I’ve gotten some pushback from product managers on user<br />

tests that don’t include visual design, because they think users won’t really understand the<br />

look and feel of a product, but the alternatives of either not testing or waiting for visual<br />

design before testing can mean mistakes and time wasted on corrections. To contend with<br />

the issue that the prototypes are so rough, I recommend stressing to your test subjects and<br />

your team that the prototypes are not indicative of the final visuals or performance of the<br />

product, and limiting them to testing of particular parts of your designs, rather than getting<br />

an overall assessment of a product. So, for example, you can use the rough prototypes to<br />

test how people rank three different navigations from your home page to a few of the next<br />

screens they could progress to.<br />

A screenshot of Tumult Hype and a prototype. The lower portion of the software shows<br />

animations on a timeline. Using Hype you can trigger animations, like transitions, by<br />

assigning actions to the UI elements in the upper stage portion.<br />

A number of tools for fast and rough prototyping are now on the market. One of<br />

them, an iOS app called POP (for Prototyping on Paper) lets you take photos of your<br />

sketches and string them together, allowing you to prototype with only pen, paper, and an<br />

iPhone. Other tools for easy prototyping exist, such as InVision, Axure, and Flinto, but the

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