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frog @ SXSW Interactive 2012: Prototype vs. Sim: Validating Software & UX Design

frog @ SXSW Interactive 2012: Prototype vs. Sim: Validating Software & UX Design

frog Design Technology team members presenting a panel session at SXSW 2012 on the topic of technology-oriented design processes such as UX simulation, prototyping, and proof of concepts.

Gregg Wygonik, @gwygonik
Jared Ficklin, @jaredrawk
Robert Tuttle, @rktut

See: http://schedule.sxsw.com/2012/events/event_IAP10104

How much smoke and mirrors does it take to validate interaction models during the software design process? When do you have to stop faking it and start making it? How do you handle the traps of realistic demos slipping into production or permanent beta? Simulation, spike, proof-of-concept, interactive demo, prototype, and other artifacts often come with loose definitions and inflated expectations or lose their primary purpose during collaborative software design and realization. Design technology experts from frog who regularly push and pull on the boundaries of art and science will define bounds and discuss challenges, opportunities, risks, and rewards of going too far in real code during design or not going far enough. Topics will include defining needs and socializing intent for code-driven design assets across stakeholders, balancing speed and fidelity during interaction design, and understanding where early target platform development best informs and validates design.

Robert Tuttle

March 14, 2012
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Transcript

  1. frogSIM UX SIMULATION AS A DESIGN PROCESS FOR GENERATING VIABLE

    INTERACTION MODELS WHEN, WHAT, POP PHYSICS RANT, EXAMPLES
  2. REQUIREMENTS CAN FAIL AS THE DESIGN REACHES TOWARDS THE VISIONARY

    WHEN THE CALL IS FOR TRAILBREAKING INNOVATION WHEN THE FINAL TECHNOLOGY IS NOT REALIZED OR UNSTABLE PRESCRIPTIV E INNOVATIVE VISIONARY
  3. UX SIMULATION OFFERS A RAPID PATH FORWARD WHEN REQUIREMENTS ARE

    HARD TO ESTABLISH THE SPACE MAY BE DARK, BUT IF YOU STEP IN YOUR EYES WILL ADJUST START FASTER AND YOU CAN GET TO MIDNIGHT INSPIRATION EARLIER
  4. RAPID PROPAGATION OF IDEAS IN THE TIME TO MARKET YOUR

    IDEA IS NO LONGER INNOVATIVE. ACTUALLY FOR CONSUMERS THE IDEA BECOMES EXPECTED. BELL CURVE MAKERS NEED TO GET THERE FASTER
  5. RAPID PROPAGATION OF IDEAS GREAT FOR ETSY.COM, BUT NOT AS

    IDEAL FOR BELL CURVE MAKERS. OPPORTUNITY ABOUNDS FOR OVER PROMISE UNDER DELIVER. A MIS-MATCH OF EXPECTATIONS. WANT OF MASS CUSTOMIZATION
  6. RAPID PROPAGATION OF IDEAS USERS HAVE NEW INTERACTIONS TO LEARN

    BELL CURVE MAKERS HAVE PATTERNS TO CREATE AND DEFINE THERE IS NO APPARENT MAGIC IN SOME OF THESE WANT OF MASS CUSTOMIZATION EXPANDING PATTERNS OF INTERACTIONS
  7. UX SIMULATION OFFERS A RAPID PATH FORWARD A GENERATIVE GUT

    CHECK FOR THE VIABILITY OF INTERACTIONS
  8. A DESIGN PROCESS WHICH LEVERAGES EXPEDIENT TECHNOLOGY FOR GENERATING A

    VIABLE INTERACTON MODEL. UX SIMULATION DEFINITION
  9. concept concept concept concept concept concept concept TRADITIONAL: MORE BREADTH,

    FAVORS VARIETY, OFTEN WIRE/SCREEN/COMP FOCUSED UX SIMULATION: MORE DEPTH, FAVORS VIABILITY, OFTEN ARCHITECTURE/INTERACTION FOCUSED concept concept concept concept ADVANCE FAVORITE VARIATIONS VARIATIONS ADVANCE FAVORITE ADVANCE VIABLE IDENTIFY & SOLVE concept concept IDENTIFY & SOLVE concept concept UX SIMULATION DELTA
  10. EXPEDIENT TECHNOLOGY IS USED TO STAND UP THE MODEL AS

    RAPIDLY AS POSSIBLY. (FLASH/AIR, WPF, HTML 5) UTILIZES AN AGREED UPON VISUAL & INTERACTIVE FIDELITY AND INDEX OF VISION. (THE BLUE SKY FACTOR) COMPANION DOCUMENTS RE-ENFORCE CORE CONCEPTS AND PRINCIPLES… (BUT NO EXCESSIVE WIREFRAMING) HOWEVER THE SIM IS THE ARTIFACT. UX SIMULATION TACTICS
  11. Client Name ProjectName 37 UX SIMULATION PROCESS IMMERSION CONCEPT MAP

    GENERATIVE WHITBOARDING SELECT FIRST VIABLE CODE TO FIDELITY 5 WEEKS – 16 WEEKS DESIGN TECHNOLOGIST, VISUAL DESIGNER, INTERACTION DESIGNER
  12. CODE TO FIDELITY CRITICAL MASS UX SIMULATION PROCESS WITH CRITICAL

    MASS YOU CAN GET SECONDARY USES, DEMO-WARE, USER TESTING, VISION, REFERENCE