Troy,
I'm way behind on my IxDA emails and just saw your post of several
days ago.
Do you have any examples of statemap/lifecycle diagrams you can share?
I'm curious as to what these look like and how they work.
Cheers,
On Apr 23, 2008, at 4:21 AM, Troy Gardner wrote:
I develop RIA and
At my company we are building a prototyping tool and we ran into this issue
of wireframe vs. prototype. What we came up with was the notion of the
fidelity of the prototype. A low fidelity prototype would be a straight
wireframe. Adding more functionality like clickable regions, navigation and
css
You are correct, anything that isn't building the final release meets
the definition of a prototype. Thus I find it's more practical to
have more specific terms (like mockup) to describe what I expect of a
deliverable, what it does and what it won't do. However in the case
for questions like
I consider a wireframe a type of prototype.
If the type of prototype has active interactive functions I call it
interactive prototype.
Prototype Non-Active Functionality Wireframe
Prototype Active Functionality Interactive Prototype
. . . . . . . . . . . . . . . . . . . . . . . . . .
A common point of confusion when I've partnered with other
IAs/Interaction Designers/UX Designers, yadda yadda yadda is what a
wireframe is vs. what a prototype is. Everyone seems to have a slightly
different take on them. Here's how I differentiate:
Wireframes - standalone illustrations of
On Apr 16, 2008, at 10:20 AM, Connor, Adam wrote:
[..] Here's how I differentiate:
Wireframes - standalone illustrations of screens void of graphic
treatment, with indications of functionality and screen flow.
Prototypes - interactive versions of screens with varying levels of
graphic
www.austinenergy.com
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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Todd Zaki Warfel
Sent: Wednesday, April 16, 2008 10:52 AM
To: Connor, Adam
Cc: [EMAIL PROTECTED]
Subject: Re: [IxDA Discuss] Wireframe vs. Prototype
Just came
I would also add to that that it captures to core concept or original
intent and communicates this through a sequence of screens, stages, or
events.
On Apr 16, 2008, at 12:00 PM, Switzky, Andrew wrote:
The essential core definition of a prototype is that it communicates
the
flow through
Pretty simple to me...
Wireframe: a static skeletal structure of content, drawn to proportion
for your screen
Prototype: a behavioral representation of the final product, at
varying degrees of fidelity (from skeletal to rich)
Hope this helps,
Uday Gajendar
Sr. Interaction Designer
Voice
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.
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