ELearning developers are used to being able to use Rapid eLearning Development tools to rapidly build and prototype eLearning materials. In the mobile world, these tools are a bit different and have their own constraints and implementation considerations. Development of mobile apps can be a tricky, specialized skill set. If you are new to this world, the barrier to entry likely overwhelms you.
Participants in this session will explore several prototyping paths and the tools and techniques used to accomplish them. You’ll get in-depth case studies to see real world examples from major industry-leading clients. You’ll learn how to build rich prototypes for various mobile platforms without breaking the bank, and many of the techniques may be applicable to final implementation depending on your needs.
In this session, you will learn:
How to meet budget and scheduling constraints in prototyping
How to leverage existing skills in building demos
How to go to management with a winning prototype
Getting the wow factor
2. Why prototype?
• Mobile development can get pricey
• Mobile development can take time and can get
bogged down
• Prototyping helps manage cost and risk
• Prototyping helps get buy-in and user
acceptance/usability out of the way earlier
4. The Basics
• Building Prototypes should be EASY
• Prototypes should not need to be pixel
perfect
• Prototypes goals need to be clearly spelled
out prior to creation
• Build Prototypes that have an output that
everyone can see
• If animations, etc. are going to be used in the
final, attempt to build them in the prototype
5. Fidelity vs. Functionality
• Functional Fidelity and Visual Fidelity
• You need to envision the goals for the
prototype
• Choose method and graphic sophistication
based on the goals.
• More “Production Ready” = more time
• More graphically rich = more time
• More revisions at this point are less expensive
than later
8. Paper prototype
Pros
• Inexpensive
• Easy
Cons
• Doesn't really emulate the UX
• Hard to pull off a complicated design or one
with a lot of screens/data
• None of the design elements/deliverables
really will live on
• Tough to justify with so many good tools
these days.
10. HTML/CSS
Pros
• Inexpensive
• Easy
• Using Webkit based browsers, you can emulate mobile
devices pretty well
• There are tools popping up now that ease this
considerably
Cons
• More tech knowledge might be required than simple
paper prototypes
• There is still very little reuse of assets for the final version,
unless you are going to mobile web, not apps
13. FieldTest
Pros
• Inexpensive (so I’ve been assured)
• Super-easy!
• Web/Cloud based (so it's collaborative)
• Results are pretty stellar
Cons
• It's still in beta
• Pricing is as of yet ???
• Assets are not going to be used for the final deliverable
15. Tools that aren't really
for prototyping, but
still work pretty well.
16. Powerpoint/Keynote
Pros
• Most everyone has one of these
• Reasonably easy to use for any one familiar with desktop
publishing tools
• Produces interactivity and animation
Cons
• It's a tad expensive if you don’t own it already
• None of the design elements/deliverables really will live on
• Good UI Stencils are tough to find or need reprep
• Output isn’t really “mobile”
18. Omnigraffle
Pros
• great toolset – highly extensible, large community
• Produces fantastic diagrams and high quality output
• Reasonably easy to use for any one familiar with desktop
publishing tools
• produces interactivity
• move from wireframe to prototype easily
Cons
• It's a tad expensive
• Mac only (which might also be considered a 'Pro')
• None of the design elements/deliverables really will live on
20. Digital Publishing Suite
Pros
• Uses InDesign
• Produces rich interactivity
• Allows for media
Cons
• Fairly pricey if you want to take it past a prototype and use
it for production
• Does require InDesign, which some of you may not have
• Output is iPad only
Use skills and tools you or your team have mastered or can easily pick up. This isn’t a masterpiece Make sure everyone is on the same page Don’t use proprietary or hard to use file formats Add polish where it helps you sell.
Lo fi to address structural and IA issues Hi Fi to address usability and graphics issues Early prototypes need to address IA and Features Later needs to address usability and user acceptance