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The Designer's Guide to the Prototyping Galaxy

The Designer's Guide to the Prototyping Galaxy

In this talk I am outlining the difference between rapid prototyping and interaction design tools, as well as pinpoint and demo best practices for both.

Victoria Leontieva

February 09, 2016
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Transcript

  1. And people usually suck at predicting things. “Prototyping is a

    strategy for efficiently dealing with things that are hard to predict.” -Scott Klemmer
  2. 1. Build shared understanding; 2. Pitch to stakeholders; 3. Get

    feedback, test and validate ideas. What is it good for?
  3. • Scope of the prototype • Its aesthetics • Level

    of interaction realism The goal will define your prototype:
  4. “We currently have a few major schools of thinking. They

    roughly fall into 3 categories: Timeline, Signal Flow & Code.” -Pasquale D’Silva
  5. "If you're a designer, please learn motion design skills. At

    60fps there's 58 frames you need to design between Mock A and Mock B.” -Paul Stamatiou
  6. But

  7. To Recap: Motion design is great for pitching ideas and

    explaining how animations work like to developers
  8. Incredibly Useful Links Providing Meaning with Motion The state of

    Interaction Design tools Transitional Interfaces 6 ways to save time in rapid prototyping
  9. Credits Jay Stakelon Pasquale D’Silva & Noah Levin Photo Credit

    Paul Stamatiou Cassie Zhen & George Leontiev