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I am currently working on an HTML prototype using IxEdit (by the way it's a great tool) to add interactions. Thoughts on the process of:

  1. User flow-maps (Work flows)
  2. Sketching wire-frames of website on paper and reviewing
  3. Building HTML prototype with live interactions and actual content, to show how things will functions
  4. HTML prototype given to designer to make pretty as they see fit
  5. HTML prototype given to programmers to tie in the back-end.

I find that this prototype is essential, since all that are part of the process, managers, project managers, content writers, designers, programmers, developers all get a chance to play with and edit it, yet can actually interact with it too, once it is complete it is just a case of passing it over to the designers and programmers and then throwing in a developer in the middle to bring it all together.

Of course things still change, but the fully interactive HTML prototype acts as a specification for designer and back-end algorithm minded folk :) it practically defines everything as a "draft 1" say.

Thoughts?

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I see you posted the same thing on the IXDA list as well, and it looks like the answers there line up with what we've said here too: ixda.org/node/24022#comment-75576 – Charles Boyung Mar 11 at 2:23
Thanks for the comments guys, I wanted to open up the discussion of this topic. I take on board what has been said here. I plan to use the prototype I am creating as a visual/interactive spec rather than progressing it to full product, the HTML prototype I am creating is visually unattractive, just black and white and simple with basic JS interactions. I guess I find that using HTML/CSS/JS (IxEdit) is quick for me, since it is what I know best. – Josef Dunne Mar 11 at 9:11
I have tried playing with other tools such as Balsamiq and Axure Trial but find that pen and paper are great for sketching wire-frames, and then I just construct my own HTML prototype from that. That is my process at the moment, but things can change depending on what other options are out there. I would really love to try other tools. – Josef Dunne Mar 11 at 9:11

7 Answers

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I'm curious on your personal definition of design?

You seem to be implying by your question that you'd consider producing an HTML prototype as something distinct from design.

Personally I'd tend to consider producing the HTML as part of the design process - for certain kinds of product anyway.

Why isn't it a "design" thing?

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Thinking about this more, I really think you need to be wary with HTML prototypes at any point in the process. I know I have mentioned this before, but if you have a pretty HTML prototype, especially one that "functions", you are going to run into problems with your business people - the ones that don't really know the difference between a static HTML page and a fully functioning web application with a ton of back-end code supporting it. I can't count the number of times where I've had business people review an HTML prototype and expect the application to be completed in just a short time, since "it looks like it's done as long as you change the color of the links" or something like that. A functional HTML prototype can cause a significant amount of work trying to explain to these people why your project is going to take another 3 months to complete.

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Josef - Personally, that much wasted time would drive me bonkers.

  1. User flow-maps (Work flows)
  2. Sketching wire-frames of in iPlotz
  3. Click a button to export as functioning prototype
  4. Hand over to designers/developers to make it pretty while respecting my UI decisions

I can't imagine manually building HTML protoypes after sketching on paper. (I am not at all criticizing your process, just saying I can't imagine doing that anymore.) Wireframing is so much faster these days using tools like Balsmiq and iPlotz - and when changes need to be made (nav elements added, removd, and so on), master templates can make that replicate across all of your wires.

By the time you're done with your wires, your protoype is finished. There is no step 2 to having a working protoype in my workflow.I then present to the team, we make whatever revisions, I update iPlotz, hit save and my protoype gets updated instantly - no additional re-coding or editing. I can test usability and interaction with my working prototype for no more effort than it took me to create the original wireframes.

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I'm curious to learn why you've opted to dive right into developing a higher-def wireframe in HTML, instead of using one of the more intermediate tools (i.e. throwaway prototypes) to work out the design. Especially as you mention that this takes up most of your day.

I use a different approach. I do sketches, or even paper prototypes and then progress the design into an interactive prototype in iPlotz. Next I record a quick Jing demo as well as circulate the interactive prototype around, to get some initial feedback.

I do a few iterations of this before we spend any time writing code. We use it as a litmus test to ensure we're spending time designing the right thing.

I have found this to be a quick, yet effective way of doing rapid iterations, which enables me to get valuable feedback from both internal stakeholders and customers.

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I guess, one reason is that the majority of my experience is HTML/CSS front-end web development and I can create HTML prototypes pretty fast with interactions, plus a lot of the code I am writing will be basis for the real product, so in essence I will build upon the HTML prototype. Thanks for sharing iPlotz. – Josef Dunne Mar 10 at 12:24
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paper & pencil -> HTML

Before coding css/html you should draw first, software engineers haven't found yet a faster way to conceive a UI than drawing it on a piece of paper.

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Correct, that is why it was part of my process, sketching came before HTML/CSS prototype. The sketches were discussed and then updated, then the development of a prototype began. – Josef Dunne Mar 10 at 13:09
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HTML prototypes before design? What type of design are you talking about? Detailed software design? Sure, HTML prototypes make sense. But any other type of design (high-level software design, UI design, IA, etc.) are all pretty much required before you can make an accurate HTML prototype. The HTML prototype might be one of the final steps in UI design, but I don't see how you can even entertain the idea of creating them before significant design is completed.

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If it's very easy for you to do HTML prototypes, that would be great because it's closer to the actual product (if it is) than other prototypes.

If not, you can always resort to paper prototyping or using tools like Balsamiq, which supports links. A wireframe can have links to other wireframes.

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