Re: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread JesterXL
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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Re: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread James Deakin
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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Re: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread JesterXL
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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 http://training.figleaf.com

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Re: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread Mike Britton
Thorough prototyping is so key.  I made a prototyping tool for
internal use that allows people to discuss prototype screens.  This
allows the designer to follow a discussion between users, creating
elements as they are requested.  I got the inspiration from success
with FLiP - style development
http://www.fusebox.org/index.cfm?fuseaction=fusebox.faq#gq20, which
uses something called devnotes
http://www.grokfusebox.com/index.cfm?ref=showGoodies.  Benefits are
the user knows what they are getting -- no surprises -- and the
requirements can be traced from devnotes all the way through the code
if necessary.  The public forum also helps eliminate the closed-door
design decisions that cause conflict.  Anyway this is how I prototype
so maybe it can give others some ideas.

Mike
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RE: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread Ryan Potter
I agree with Jesse.  Prototypes and good mock-ups seem to do the trick.
I have been working with a lot of design agencies lately that farm out
the motion design and AS code to me as a freelancer.  I have been paying
special attention to how they interface with the client and how they get
the work.  From what I have seen there is a direct correlation between
how much time they spend mocking-up designs up front even before they
get the job and how often they get the job.  I know, I know, that makes
sense.  But it is really hard sometimes to spend 80 hours on a bunch of
design mock-ups not knowing whether of not the client is going to chose
you.  

I recently asked one of the designers that take this approach and how he
feels about his designs not being used sometimes.  He said if it is a
good flexible design he will often use it for another client down the
road.  So basically, they eventually get paid for the work anyway.  It
is the same as code re-use.  

With this particular design firm, once they get the client they pay me
to do a bunch of prototypes and proof-of-concepts as the first round of
motion comps that they show to the client.  It actually ends up being
cheaper and faster then trying to explain the motion design to the
client.  If you have ever tried to explain how an interface might
animate you can see the point of why it is faster to just show them then
to try to explain it.  Um... Er... This thingy is going to fade, and
the logo scales in from the left then the background blurs in while the
mask on the text drops down with a nice Exponential-Ease-In-Out.  You
get a lot of blank stares and people asking why the text is in Latin, or
the prep-school-grads tell you that it is not even real Latin.

So basically the most effective workflow that I have seen is:

Initial Meeting: Get requirements  
Detailed Design Comps
Second Meeting: Show the mock-ups, Get the Job  
Create Prototypes and Prove Your Ideas
Third Meeting: Show the motion comps and get feedback
Build it
Forth Meeting: Bug Fixes and Change Requests
Deliver Get Paid From Happy Client



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JesterXL
Sent: Wednesday, March 01, 2006 11:58 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] {Business/Workflow} The use of mock
prototypes

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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RE: [Flashcoders] {Business/Workflow} The use of mock prototypes

2006-03-01 Thread Ryan Potter
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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