Prototyping interfaces? (take II)

Subject: Prototyping interfaces? (take II)
From: Geoff Hart <ghart -at- videotron -dot- ca>
To: TECHWR-L <techwr-l -at- lists -dot- techwr-l -dot- com>, Ashok Mathur <acmathura26 -at- gmail -dot- com>
Date: Tue, 10 Oct 2006 10:48:31 -0400

Ashok Mathur asked for additional advice: <<In fact in past I have used both VBA and Power Point to make prototypes. I have also used screen shots from other existing software, edited them in Coral Draw, where the facility to shrink/expand an image (without distortion/ pixalation) exists and then pasted them in Power Point Mock ups.>>

You can even do this in Word, as I noted. Use manual page breaks (or better still, build them into your level 1 heading style), define a custom page size equal to the size of the dialog box, and paste in appropriate graphics. (I find Word's graphics tools appalling, but if you use tables to position and hold graphics, the frequency of problems drops enormously.) I played with this briefly, then gave up on it when I found that Dreamweaver was much easier and more flexible and powerful... and when we started producing more Web-type stuff.

<<I wonder if you can write a brief note why you gave up working with VBA.>>

Largely because I found Dreamweaver to be easier to work with. Unless you specifically hunt down good graphics, the Interfaces produced in Dreamweaver look a bit cartoony or abstract, but it works just fine even if you're a graphics incompetent like me*. PowerPoint was also a better alternative because our graphics guy found it easier to import the resulting prototype into Flash. I gave up on VBA for another reason: our developers quickly moved to the Pascal programming language (Delphi I believe), so the VBA code wasn't all that useful to them.

* On a good day, I can just about draw a straight line using a ruler-- let's not even mention trying this with software. (Yes, I know the Shift-key trick. It saves my sanity. <g>) Graphics skills? Me? Not so much. <g>

<<I also found that while Software developers were very happy to see such prototypes, they would themselves never make any of them. One reason could be that these could not be extended further and represented wasted effort.>>

In my experience, developers tend to look on interface design as an annoyance (they prefer to play with the actual code) or as something intimidating (they receive minimal or no training in interface design). Thus, they're usually happy for our help--assuming, of course, we have developed credibility with them and a mutually respectful relationship. (It can take some time to gain that cred.)

A bright manager will also note that by working with you on the interface, their developers finalize the interface much sooner (less playing around in the hope that they'll somehow, randomly, get it right) and can concentrate on the code. A good interface prototype also focuses developers on the relationships between the working parts, and that can also make their coding more efficient. This also has the benefit of freezing the interface much sooner than might otherwise be the case, which means you can finish the documentation much sooner.

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Geoff Hart ghart -at- videotron -dot- ca

(try geoffhart -at- mac -dot- com if you don't get a reply)

www.geoff-hart.com

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Follow-Ups:

References:
Re: TECHWR-L Digest, Vol 12, Issue 10: From: Ashok Mathur
Prototyping interfaces?: From: Geoff Hart
Re: Prototyping interfaces?: From: Ashok Mathur

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