Prototyping techniques for different problem contexts
CHI '89 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cardboard computers: mocking-it-up or hands-on the future
Design at work
In search of the ideal prototype
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Prototyping an intelligent agent through Wizard of Oz
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
The “Starfire” video prototype project: a case history
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability problem identification using both low- and high-fidelity prototypes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Prototyping in industrial software projects—bridging the gap between theory and practice
ICSE '93 Proceedings of the 15th international conference on Software Engineering
A comparison of usability techniques for evaluating design
DIS '97 Proceedings of the 2nd conference on Designing interactive systems: processes, practices, methods, and techniques
User and task analysis for interface design
User and task analysis for interface design
Human-computer interaction (2nd ed.)
Human-computer interaction (2nd ed.)
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
A method for evaluating Web page design concepts
CHI 98 Cconference Summary on Human Factors in Computing Systems
Software for use: a practical guide to the models and methods of usage-centered design
Software for use: a practical guide to the models and methods of usage-centered design
Video artifacts for design: bridging the Gap between abstraction and detail
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Beyond chaos: the expert edge in managing software development
Beyond chaos: the expert edge in managing software development
Usability engineering: scenario-based development of human-computer interaction
Usability engineering: scenario-based development of human-computer interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Rapid Development: Taming Wild Software Schedules
Rapid Development: Taming Wild Software Schedules
Graphic Design for the Electronic Age: The Manual for Traditional and Desktop Publishing
Graphic Design for the Electronic Age: The Manual for Traditional and Desktop Publishing
Designing from Both Sides of the Screen: How Designers and Engineers Can Collaborate to Build Cooperative Technology
Information Architecture for the World Wide Web
Information Architecture for the World Wide Web
Human-Computer Interaction
Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests
Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests
Personas in action: ethnography in an interaction design team
Proceedings of the second Nordic conference on Human-computer interaction
Creating Adobe Acrobat Forms
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
Card, English, and Burr (1978): 25 years later
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The human-computer interaction handbook
Gestalt theory in visual screen design: a new look at an old subject
CRPIT '02 Proceedings of the Seventh world conference on computers in education conference on Computers in education: Australian topics - Volume 8
Rapid information architecture prototyping
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Identifying and selecting users for user-centered design
Proceedings of the third Nordic conference on Human-computer interaction
Understanding Your Users: A Practical Guide to User Requirements Methods, Tools, and Techniques
Understanding Your Users: A Practical Guide to User Requirements Methods, Tools, and Techniques
The stakeholder forest: designing an expenses application for the enterprise
CHI '05 Extended Abstracts on Human Factors in Computing Systems
interactions - The art of prototyping
Professional C++ (Programmer to Programmer)
Professional C++ (Programmer to Programmer)
Observing the User Experience: A Practitioner's Guide to User Research (Morgan Kaufmann Series in Interactive Technologies) (The Morgan Kaufmann Series in Interactive Technologies)
Visual Basic .NET Power Tools
interactions - Societal interfaces: solving problems, affecting change
MuiCSer: A Process Framework for Multi-disciplinary User-Centred Software Engineering Processes
HCSE-TAMODIA '08 Proceedings of the 2nd Conference on Human-Centered Software Engineering and 7th International Workshop on Task Models and Diagrams
Effective Prototyping with Excel: A practical handbook for developers and designers
Effective Prototyping with Excel: A practical handbook for developers and designers
FEATURE: "Paper in screen" prototyping: an agile technique to anticipate the mobile experience
interactions - The Waste Manifesto
interactions - The Waste Manifesto
Computational Support for Sketching in Design: A Review
Foundations and Trends in Human-Computer Interaction
Approach to Human Centered Design Innovation by Utilized Paper Prototyping
HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
An interactive coal mine museum visit: prototyping the user experience
HSI'09 Proceedings of the 2nd conference on Human System Interactions
Comparing user interaction with low and high fidelity prototypes of tabletop surfaces
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Orchestration of ux methods as critical success factor in large scale software developments
CHI '11 Extended Abstracts on Human Factors in Computing Systems
GRIP: get better results from interactive prototypes
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Investigation of indirect oral operation method for think aloud usability testing
HCD'11 Proceedings of the 2nd international conference on Human centered design
Collaborative museums: an approach to co-design
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Extensible Prototyping for pragmatic engineering of knowledge-based systems
Expert Systems with Applications: An International Journal
Multimedia Tools and Applications
AHPM as a proposal to improve interaction with air traffic controllers
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
Uma Abordagem Sistemática de Prototipação Colaborativa para a Criação de Tangíveis
Proceedings of the X Brazilian Symposium in Collaborative Systems
Technology and Health Care
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Much as we hate to admit it, most prototyping practice lacks a sophisticated understanding of the broad concepts of prototyping--and its strategic position within the development process. Often we overwhelm with a high fidelity prototype that designs us into a corner. Or, we can underwhelm with a prototype with too much ambiguity and flexibility to be of much use in the software development process. This book will help software makers--developers, designers, and architects--build effective prototypes every time: prototypes that convey enough information about the product at the appropriate time and thus set expectations appropriately. This practical, informative book 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. Features* 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. Jonathan Arnowitz is a principal user experience designer at SAP Labs and is the co-editor-in-chief of Interactions Magazine. Most recently Jonathan was a senior user experience designer at Peoplesoft. He is a member of the SIGCHI executive committee, and was a founder of DUX, the first ever joint conference of ACM SIGCHI, ACM SIGGRAPH, AIGA Experience Design Group, and STC. Michael Arent is the manager of user experience design at SAP Labs, and has previously held positions at Peoplesoft, Inc, Adobe Systems, Inc, Sun Microsystems, and Apple Computer, Inc. He holds several U.S. patents. Nevin Berger is design director at Ziff Davis Media. Previously he was a senior interaction designer at Oracle Corporation and Peoplesoft, Inc., and has held creative director positions at ZDNet, World Savings, and OFOTO, Inc.* 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