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Index
Designing UX: Prototyping Notice of Rights Notice of Liability Trademark Notice About Ben Coleman About Dan Goodwin About SitePoint Foreword Acknowledgments
Thanks Permissions (and Thanks!)
Who Should Read This Book Supplementary Materials Chapter 1: Defining the Case for Prototyping
What is prototyping? Why use prototypes?
Testing and Communicating UI Designs Saving Time and Money Bringing Users into the Design Process Engaging Stakeholders in a Meaningful Way Designing across Devices and Platforms Creating and Testing with Real Content and Data
What can we prototype?
Information Architecture and Structural Elements Layout and Visual Hierarchy Interactive Elements
What can't we do with a prototype?
Use Quantitative Research to Make Decisions Testing for Completion/Conversion Funnel Progress Testing Accessibility Testing the Impact of Visual Design Being the Sole Source of Documentation
Who are prototypes for?
Designers Developers Project and Account Managers Business Analysts Customer Support Representatives
Summary
Chapter 2: The Prototyping Process
When to Prototype
You have an Idea Buy-in from Others Information Architecture to Visualize, Present, and Test A Lengthy User Journey or Several Changes of State over Time A Pool of Available Users Communicate and Test Designs across Devices Lots of Ideas–or No Ideas–for Solving a Problem More Time Spent Communicating than Developing Specific Aspects of a Design Are Performing Poorly
Planning
What are you aiming to achieve? What will you test and demonstrate? Where will you place the boundaries? How will you use your prototype? Who will work on your prototype, and how? How much time, budget, and resources do you have? What’s the starting point for your prototype?
Gather Resources
Existing Design Resources Stationery (for paper prototyping) Content Data
Get On With It!
Starting Top-down versus Bottom-up Recycling Your Material
Working Collaboratively Iterate and Demo, Testing Early and Often Summary
Chapter 3: An Overview of Prototyping Tools and Techniques
Segmenting and Categorizing Tools and Techniques
Design Fidelity Tool Complexity and Speed of Use The Aim of Your Prototype
Sorting Tools and Techniques into Our Three Categories How the Tools Have Been Grouped Tools that Failed to Make the Cut Summary
Chapter 4: Paper Prototyping
What is paper prototyping?
Pros Cons
Making Paper Prototypes
What You'll Need Your Approach Drawing Tips Paper Prototypes from Digital Files
Collaboration = Team + Client + Users
Collaborative Creation of Prototypes
“Responsifying” an Existing Site with Paper Collage
Screen Capture Printing and Converting to PDF for Large Images Slicing and Dicing Creating a New Design Sketching the Gaps The Finished Article
Paper Prototypes in Use
Presenting Ideas and Soliciting Feedback Testing the Prototypes with Users Roles in the Test Session Anatomy of a Test Session Digitizing Paper Prototypes
Summary
Chapter 5: Creating Clickable Prototypes from Designs
Marvel
Marvel Summary
Clickable PDFs
Linking between Pages in a Design Tool Editing an Existing PDF to Add Hyperlinks Clickable PDFs Summary
Tools Dedicated to Creating Clickable Prototypes
InVision Summary
Summary
Chapter 6: Integrated Tools for Drawing and Creating Prototypes
Common Features in this Category of Prototyping Tools
Drawing and Design Features Increased Support for Prototyping Interactivity Prototyping Workflow Features
Balsamiq
Balsamiq Summary
OmniGraffle
OmniGraffle Summary
Axure
Axure Summary
Keynote and PowerPoint
Three Approaches for Using Keynote and PowerPoint for Prototyping Sharing Prototypes Created in Keynote and Powerpoint Keynote & Powerpoint Summary
Adobe XD
Adobe XD Summary
Summary
Chapter 7: Building HTML Prototypes
The Pros of Using HTML
Responsive Design Flexibility Complex Interactions Latest Technology Resources Source Control for Collaboration Source Control for a Historical Record Various Sources of Content Accessibility Speed of Change
And a Few Cons of HTML
Learning Challenges Experience Limitations Planning is a Must
Your HTML Prototype Planning Kit
User Research Content Structure and Functionality
Skills Required Tools for Rapid Prototyping
Preprocessors for Writing CSS Tools for Interactivity Making Headway with Frameworks
Using Content in Prototypes Using a Content Management System (CMS)
Example CMSs Used for Prototyping
Creating Accessible Prototypes Making Prototypes Available Online
Sharing Your Prototype Remotely Moving Flat File Prototypes Online Moving Content-managed Prototypes Online Tools to Automate Deployment Managing Databases Hosting Providers
Throwaway versus Reusable Code in HTML Prototypes HTML Prototyping Case Studies
Dorothy House Hospice Care An Online Store MacGuffin BBC Nature Prototype iPad App
Summary
Chapter 8: Using Prototypes in Your Project Workflow
Exploring and Communicating Design Ideas with the Team Engaging with Stakeholders and Project Teams
Share at the Right Time, and Keep Sharing Ensure Stakeholders Are Seeing the Latest Version Efficiently Use Stakeholders’ Time and Attention Keep Promoting the Prototype Be Prepared for Stakeholder Feedback
Bringing Users into the Design Process Using Prototypes
Exploring Motivations and Behaviors in Contextual Research Testing Your Designs with Users
Summary
Appendix A: Supplementary Prototyping Tools Worth Seeking
Craft by InVision Facebook Origami Studio Framer Principle Xcode
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