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    Entries in prototypes (3)


    Daily Prototyping

    A few months back I had the opportunity to hear Tom Chi of Google X design speak. I was deeply inspired by his idea of doing to learn rather than talking and brainstorming. Feeling uninspired and rather lost in my own process and career I decided to perform an experiment of my own - by implementing a practice of daily prototyping. Could I prototype my way into relearning to prototype - or more to the point - back to creating and physically building to learn?

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    Inspired: D3 Talk - Tom Chi


    "How long do you think it would take to create a physical prototype for Google Goggles?" The crowd guessed a few days, weeks, months. Throwing an image up on the screen - he comments, "1 hour." Then he showed how his prototype, created from a Netbook, Pico projector, coat hanger, and screen from a sheet projector actually does provide the EXPERIENCE of seeing additions to reality through a layover lens. This is not about the final form and version. This is about creating an experience that can then be tested and tweaked - as quickly as possible. The rest of the day was used for multiple experiments in software and input to the system. Could they create a finger mouse? Could they use any surface to control the interface?

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    ux toolbox: interaction animations

    Early and often
    In touch-based design, prototyping early and often is critical. When your team is deep in coding it's helpful for someone on your team to be able to do quick animated prototypes to speed decision making with stakeholders and check-ins with users.

    Using animation it takes far fewer annotations and arrows to communicate most gestures and interactions - particularly if they have complex outcomes. And, in products where it takes a long time to code and physically prototype your interactions, it can save months of programming iteration by allowing early testing of the gestures and actions that are critical to your user experience.

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