Again.  I agree.  I take whatever I think it will take and double it
(seriously).  That usually gets within 5 hrs either way.

I have no idea why this works.  Track your time on projects and you will
start to see a trend.



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JesterXL
Sent: Wednesday, March 01, 2006 12:21 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] {Business/Workflow} The use of mock
prototypes

Experience.  Time estimations are not a science, ecspecially considering
the 
plethora of things that can go wrong.  If you run a company, off-load
some 
of the time estimtaions to the developer/designers themselves, and then 
compare estimated with actual as well as order (sometimes you do tasks
in 
different order than planned).  Yes, there is overhead in tracking, but
if 
you want to charge for what you are doing, you need to be accurate, and
it's 
a process of continually improving yours and everyone's time estimating 
abilities.


----- Original Message ----- 
From: "James Deakin" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Wednesday, March 01, 2006 2:16 PM
Subject: Re: [Flashcoders] {Business/Workflow} The use of mock
prototypes


I do get my designers (i run a company) to mock things up first. But
what i
find difficult is being able to say how long a job should take. Thats
what i
develope prototypes for. if anyone know abetter way please tell me.

On 3/1/06, JesterXL <[EMAIL PROTECTED]> wrote:
>
> Hrm, opposite for me:
> http://www.jessewarden.com/archives/2006/02/prototype_solut.html
>
> In fact, most turn into projects if you aren't careful.  I've found,
if
> you
> have a talented designer, you're best bet is to get them to create
mock
> prototypes to get in front of users quickly before the actual
developers
> imlement the interface.  Change control is challenging in that the
> designer
> is responsible for not only keeping track of what changed, but
informing
> her
> manager who in turn informs the developers.  Prioritizing those
changes is
> also challenging because developers obviously think functionality is
more
> important, but it's not their call really.
>
> ----- Original Message -----
> From: "Dwayne Neckles" <[EMAIL PROTECTED]>
> To: <flashcoders@chattyfig.figleaf.com>
> Sent: Wednesday, March 01, 2006 1:46 PM
> Subject: [Flashcoders] {Business/Workflow} The use of mock prototypes
>
>
> Hello folks,
>
> Just wondering when you are developing flash site how many folks
actually
> develop flash prototypes or fake quick mock up of how the site
functional
> will feel...it seems like a waste of time to me especially with larger
> projects... but if someone didnt mind sharing their experiences on
whether
> one should I'd appreciate it.
>
> Thanks,
>
> Dwayne
> dnecklesportfolio.com
>
>
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