On Apr 16, 2008, at 9:00 AM, Switzky, Andrew wrote:

> I love your definition of a prototype: A prototype needs to have some
> type of sequence, the ability to move from one state/screen/page to
> another, or the ability to simulate moving from one point/state/screen
> to another point/state/screen.

This is an unsatisfying definition.

Behavior is not reduced to a sequence. To think so is a web page model  
of thinking. That mode of operation never was the genesis of  
"interaction" in software design. The genesis was always applications,  
and more so the early software apps like MS Word and Wordstar back  
before graphical interfaces became popular, but even more so once  
something like MacPaint and MacWrite hit the market.

Behavior is just that: behavior. It's interactive, however that  
expresses itself. Sometimes it a sequence, but in the near future as  
technology catches us back up to where we were in the late 1980s, it  
won't be sequential at all. Example: How is a modeless palette that  
updates and changes based on selection a "sequence" of anything? And  
yet, that sort of widget is one of the most interactive things in  
desktop software.

Uday's definition is far more appropriate. A prototype is a behavioral  
representation of the final product, at  varying degrees of fidelity  
(from skeletal to rich).

A sequence can work sometimes as a prototype, but more often than not,  
it fails at being a very good prototype, and it especially falls down  
on learning any truly useful information from it when put in front of  
real customers. Unless of course the product is a non-Ajaxified web  
site.

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422

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