Slide 1

Slide 1 text

PROTOTYPING Interaction & animation IN THE DESIGN PROCESS Graham Dobie

Slide 2

Slide 2 text

No content

Slide 3

Slide 3 text

We create entertaining interactive content that helps brands, broadcasters and entertainment companies to achieve their goals

Slide 4

Slide 4 text

No content

Slide 5

Slide 5 text

Product Design

Slide 6

Slide 6 text

“Product” Design_

Slide 7

Slide 7 text

No content

Slide 8

Slide 8 text

No content

Slide 9

Slide 9 text

Feel something in your hands

Slide 10

Slide 10 text

Show them to people

Slide 11

Slide 11 text

Give them to someone to play with

Slide 12

Slide 12 text

No content

Slide 13

Slide 13 text

No content

Slide 14

Slide 14 text

No content

Slide 15

Slide 15 text

I still make models

Slide 16

Slide 16 text

Image © James Puckett

Slide 17

Slide 17 text

Image © Marta B

Slide 18

Slide 18 text

Image © FontFont

Slide 19

Slide 19 text

No content

Slide 20

Slide 20 text

Image @ Will Evans

Slide 21

Slide 21 text

Image @ play-dot-to.com/

Slide 22

Slide 22 text

No content

Slide 23

Slide 23 text

No content

Slide 24

Slide 24 text

No content

Slide 25

Slide 25 text

No content

Slide 26

Slide 26 text

connect the dots Interactive / animated prototypes help to connect up the dots

Slide 27

Slide 27 text

– John Kearney Senior Content Producer @ CBBC Interactive “I can’t believe more indies don’t do this”

Slide 28

Slide 28 text

– A Perfectly Sensible Person “It’s too early
 __for prototypes”

Slide 29

Slide 29 text

Prototypes are like _Play-Doh™ Image © Betsy Weber

Slide 30

Slide 30 text

Image © Bart Everson Quick and Easy

Slide 31

Slide 31 text

Image © Bart Everson Get the Message Across

Slide 32

Slide 32 text

Image © Bart Everson Play, Build, SMash!

Slide 33

Slide 33 text

Play-Doh helps you play and make Decisions (together)

Slide 34

Slide 34 text

Play-Doh helps you Test Better(er)

Slide 35

Slide 35 text

Play-Doh helps you to explain stuff

Slide 36

Slide 36 text

Play-Doh helps you play and make Decisions (together)

Slide 37

Slide 37 text

No content

Slide 38

Slide 38 text

Sleep Awareness for Teens

Slide 39

Slide 39 text

No content

Slide 40

Slide 40 text

No content

Slide 41

Slide 41 text

No content

Slide 42

Slide 42 text

It’s a sleep recorder It’s a Game

Slide 43

Slide 43 text

No content

Slide 44

Slide 44 text

No content

Slide 45

Slide 45 text

No content

Slide 46

Slide 46 text

No content

Slide 47

Slide 47 text

No content

Slide 48

Slide 48 text

No content

Slide 49

Slide 49 text

Having a number of interactive options helped us to make an informed decision

Slide 50

Slide 50 text

playzeds.com

Slide 51

Slide 51 text

Tangent: Tools

Slide 52

Slide 52 text

No content

Slide 53

Slide 53 text

http://adventuresofaglutenfreemom.files.wordpress.com/2010/03/playdoh.jpg

Slide 54

Slide 54 text

Axure → html → Phonegap

Slide 55

Slide 55 text

Briefs Axure JavaScript Pop HTML CSS Balsamiq invision Solidify

Slide 56

Slide 56 text

Pop

Slide 57

Slide 57 text

Play-Doh helps you Test Better(er)

Slide 58

Slide 58 text

No content

Slide 59

Slide 59 text

→ bit.ly/flyhCBeebies bit.ly/flyhCBBC

Slide 60

Slide 60 text

No content

Slide 61

Slide 61 text

No content

Slide 62

Slide 62 text

No content

Slide 63

Slide 63 text

No content

Slide 64

Slide 64 text

No content

Slide 65

Slide 65 text

gameplay Prototypes + Interface Prototypes

Slide 66

Slide 66 text

Auto-upgrading or Power-up Shop

Slide 67

Slide 67 text

CBeebies Auto-upgrading

Slide 68

Slide 68 text

No content

Slide 69

Slide 69 text

[vid] auto upgrade

Slide 70

Slide 70 text

CBBC The ‘SHop’

Slide 71

Slide 71 text

No content

Slide 72

Slide 72 text

Stepping Out

Slide 73

Slide 73 text

– Sarah Knott – Content Producer @ CBeebies Interactive “The ‘store’ prototypes were immensely useful”

Slide 74

Slide 74 text

Tabs and carousel controls were tricky for the children to find

Slide 75

Slide 75 text

No content

Slide 76

Slide 76 text

FHaH stash screenshot

Slide 77

Slide 77 text

“ – Sarah Knott – Content Producer @ CBeebies Interactive Being able to swipe/click through the experience at
 an early stage allows additional thought to storytelling before it’s too far into the development process!

Slide 78

Slide 78 text

a/b Testing with prototypes early on Helps to spot any problems with interaction or user journeys

Slide 79

Slide 79 text

No content

Slide 80

Slide 80 text

– Sarah Knott – Content Producer @ CBeebies Interactive “I found the prototypes useful for generating conversations with the children”

Slide 81

Slide 81 text

Tangent: Microcopy

Slide 82

Slide 82 text

No content

Slide 83

Slide 83 text

Market Market Stash Shop Store Chest Drey Trove Workshop Corner The nut place The wood

Slide 84

Slide 84 text

– Stepping Out Feedback Equip “no real suggestions here but they seem to like the word ‘megA’ a lot”

Slide 85

Slide 85 text

fivesimplesteps.com/products/

Slide 86

Slide 86 text

Play-Doh helps you to explain stuff

Slide 87

Slide 87 text

The Singer Takes it All

Slide 88

Slide 88 text

Hit Miss

Slide 89

Slide 89 text

No content

Slide 90

Slide 90 text

travelator!

Slide 91

Slide 91 text

No content

Slide 92

Slide 92 text

No content

Slide 93

Slide 93 text

“ – Jody Smith Multiplatform Commissioning Editor @ Channel 4 There's something exciting about using a prototype, like playing with a new toy for the first time, that you never get from a document.

Slide 94

Slide 94 text

“ – Jody Smith Multiplatform Commissioning Editor @ Channel 4 Working at a broadcaster, there are many people who would find wireframes totally alien.

Slide 95

Slide 95 text

Having a living mockup of your interface can help you – and the client – to explain the product more easily

Slide 96

Slide 96 text

Play-Doh helps you Shake it All aBout

Slide 97

Slide 97 text

bit.ly/wolfblood

Slide 98

Slide 98 text

Story-led asynchronous multiplayer game

Slide 99

Slide 99 text

No content

Slide 100

Slide 100 text

No content

Slide 101

Slide 101 text

No content

Slide 102

Slide 102 text

No content

Slide 103

Slide 103 text

Fill in the gaps

Slide 104

Slide 104 text

No content

Slide 105

Slide 105 text

No content

Slide 106

Slide 106 text

No content

Slide 107

Slide 107 text

“ – John Kearney Senior Content Producer @ CBBC Interactive “Having interactive wireframes helped get across the experience and flow of a journey with much more clarity than a load of wireframes stuck on a wall.”

Slide 108

Slide 108 text

Feature requests as a result of familiarity with the interface

Slide 109

Slide 109 text

make decisions · test · Explain

Slide 110

Slide 110 text

Go and have a play

Slide 111

Slide 111 text

Graham Dobie @rebobaydobay @chunkdigital chunkgroup.com