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Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals and methodologies behind prototyping—and demonstrating how to prototype for both physical and digital products—this practical guide helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process. Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You’ll gain valuable insights for improving your product, whether it’s a smartphone app or a new electronic gadget. Learn similarities and differences between prototyping for physical and digital products Know what fidelity level is needed for different prototypes Get best practices for prototyping in a variety of mediums, and choose which prototyping software or components to use Learn electronics prototyping basics and resources for getting started Write basic pseudocode and translate it into usable code for Arduino Conduct user tests to gain insights from prototypes
Now in its second edition, Prototyping and Modelmaking for Product Design, by practising product development consultant Bjarki Hallgrimsson, is essential reading for both students and design professionals. Prototyping and ModelMaking for Product Design goes behind the scenes to illustrates how prototypes are used to help designers understand problems better, explore more imaginative solutions, investigate human interaction more fully and test functionality so as to de-risk the design process. Following an introduction on the purpose of prototyping, specific materials, tools and techniques are examined in detail, with step-by-step tutorials and industry examples of real and successful products illustrating how prototypes are used to help solve design problems. Workflow is also discussed, using a mixture of hands-on and digital tools. This new edition includes case studies representing technological developments such as prototyping user experience and interactive electronic products, as well as a new expanded section on digital modelmaking tools, including 3D printing and laser cutting. The first chapters of the book explain why prototyping is so important to the design process. The many uses of prototyping will be shown in the context of several comprehensive projects by some of the world's leading design firms. The second part is an introduction to the typical materials used by designers in their prototyping efforts and how to work with them. In all cases, the approach is to use digital and manual tools in a complementary and effective fashion. Tutorials were specifically developed that underline the back and forth of digital and manual ways of working. The emphasis is on the kinds of construction that can be done by the designers themselves. Health and safety is stressed in terms of personal responsibility and awareness. Topics covered include:Definition of prototyping and modelmakingPrototyping as a form of problem solvingModelmakingPhysical and digital prototypesBuidling by hand and using digital technologies
Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: * Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one*Enables designers to solve design problems before implementation begins *Five case studies provide real world examples of paper prototyping at work *Delves into the specifics of what types of projects paper prototyping is and isn't good for.
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team.
Effective Prototyping for Software Makers is a practical, informative resource that will help anyone—whether or not one has artistic talent, access to special tools, or programming ability—to use good prototyping style, methods, and tools to build prototypes and manage for effective prototyping. This book features a prototyping process with guidelines, templates, and worksheets; overviews and step-by-step guides for nine common prototyping techniques; an introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; templates and other resources used in the book available on the Web for reuse; clearly-explained concepts and guidelines; and full-color illustrations and examples from a wide variety of prototyping processes, methods, and tools. This book is an ideal resource for usability professionals and interaction designers; software developers, web application designers, web designers, information architects, information and industrial designers. * A prototyping process with guidelines, templates, and worksheets;* Overviews and step-by-step guides for 9 common prototyping techniques;* An introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills;* Templates and other resources used in the book available on the Web for reuse;* Clearly-explained concepts and guidelines;* Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools. * www.mkp.com/prototyping
#1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.
Storyboarding and prototyping are key parts of the instructional design process that should not be skipped. Starting the overall design process with a storyboard provides a high-level outline of the intended outcomes of the module, and is an effective way to gather ideas in a graphical format before moving on the physical prototype. Interface prototyping then allows instructional designers to map out the navigation of a training module and garner feedback from stakeholders and users early in the design process. Gathering this information helps designers make decisions about the layout and placement of elements, such as buttons, images, and clickable interactions within the overall arrangement of an interface. This TD at Work will help you: - Define storyboarding and prototyping. - Explain how to storyboard your e-learning solution. - Show you how to create a physical prototype for feedback. - Instruct on how to create a wireframe digital prototype. - Help you create a refined prototype for the final interface design.
Computer-aided design (CAD) and rapid prototyping (RP) are now a fundamental part of the professional practice of product design and are therefore essential skills for product design undergraduate students. This book provides students with all the tools needed to get to grips with the range of both CAD software and RP processes used in the industry. Presented in a visually engaging format, this book is packed with case study examples from contemporary product designers, as well as screen shots, CAD models and images of rapid prototypes highlighting the design process. This book shows how CAD and RP software is used in product design and explains, in clear language, the similarities and differences between the different software packages and processes.
Discover user experience and user interface design best practices while mastering a wide array of tools across Figma and FigJam with this full-color guide Key Features Learn the basics of user experience research, result organization, and analysis in FigJam Create mockups, interactive animations, and high-fidelity prototypes using this platform-independent web application tool Collaborate with a team in real-time and create, share, and test your designs Book Description A driving force of the design tools market, Figma makes it easy to work with classic design features while enabling unique innovations and opening up real-time collaboration possibilities. It comes as no surprise that many designers decide to switch from other tools to Figma. In this book, you'll be challenged to design a user interface for a responsive mobile application having researched and understood user needs. You'll become well-versed with the process in a step-by-step manner by exploring the theory first and gradually moving on to practice. You'll begin your learning journey by covering the basics of user experience research with FigJam and the process of creating a complete design using Figma tools such as Components, Variants, Auto Layout, and much more. You'll also learn how to prototype your design and explore the potential of community resources such as templates and plugins. By the end of this Figma book, you'll have a solid understanding of the user interface workflow, managing essential Figma tools, and organizing your workflow. What you will learn Explore FigJam and how to use it to collect data in the research phase Wireframe the future interface with shape tools and vectors Define grids, typography, colors, and effect styles that can be reused in your work Get to grips with Auto Layout and the constraints to create complex layouts Create flexible components using styles and variants Make your user interface interactive with prototyping and smart animate Share your work with others by exporting assets and preparing development resources Discover templates and plugins from the community Who this book is for This book is for aspiring UX/UI designers who want to get started with Figma as well as established designers who want to migrate to Figma from other design tools. This guide will take you through the entire process of creating a full-fledged prototype for a responsive interface using all the tools and features that Figma has to offer. As a result, this Figma design book is suitable for both UX and UI designers, product and graphic designers, and anyone who wants to explore the complete design process from scratch.
Fields of study progress not by understanding more about what already exists, although that is a useful step, but by making guesses about possible better futures. The guesses consist of small forays into those futures, using strategies that are variously called learning through making, research through design, or more simply: prototyping. While traditionally associated primarily with industrial design, and more recently with software development, prototyping is now used as an important tool in areas ranging from materials engineering to landscape architecture to the digital humanities. This book collects current theories and methods of prototyping across a dozen disciplines and illustrates them through case studies of actual projects, whether in industry or the classroom. Prototyping Across the Disciplines provides context, a theoretical framework, and a set of methodologies for interdisciplinary collaboration in design. Each chapter offers a different disciplinary perspective on prototyping and provides a case study as a point of comparison for identifying commonalities and divergences in current practices. In examining the central role of prototyping in design research, this edited collection demonstrates theoretical and methodological transferability across disciplines not typically thought to be related, including post-human design, theatre, tabletop game design, landscape architecture, and arts entrepreneurship.