If anyone ever needed help with a useful guideline on the designing process, I think this article would give them some great leverage.
For designers, there’s obviously more than meets the eye when it comes down actually delivering design. More often than not, I find myself not really comprehending the extremities of a practice and to really achieve a good development practice, that’s something that needs to be realised. Prototyping is great for really knuckling down the whole process thing. If you really want to achieve value in design work, this is a practice that’s really going to help.
If I’m building a website, I could just start programming. I could try out different options here and there and update my code just as easily. Obviously that’s a time consuming process. Design adds value to your work and makes your workflow more efficient by slicing out the wasted effort in trying several alternative design options - and believe me, I’ve been there, it doesn’t work. So with this set, I’ll be focussing on the concept of levellounge, a Transmedia project focused on film narrative. The design aspect is for the website that is going to centralise this project. But first, let’s set the guidelines for rapid prototyping.
The main objective of Rapid Prototyping, is to prototype various aspects at any fidelity and then to plan incremental stages to review your work, find feedback and refine based on valuable feedback. With this, we get a real-time response and improved efficiency which will save us time in the development stage and deliver us with a powerful interface and
Prototype - give it a crack
Review - share, share, share
Refine - make changes based on valuable feedback
Visual - How does it look?
Function - static to user interactivity
Content - design placeholders to real content
Low
- a low visual fidelity would mean that it’s far away form the final visual of the product. For example, sketching roughly outlines the basic layout but doesn’t really show off the aesthetics or content.
Medium
- some tools help to achieve a closer representation of the final product like photoshop or indesign
High
- Tools that really highlight the the final products interaction, thoughts, guidelines, visuals, content. This can be more time consuming than former fidelities. Adobe Muse is a good example of this.
Smashing Magazine - Design Better with Rapid Prototyping - http://www.smashingmagazine.com/2010/06/design-better-faster-with-rapid-prototyping/