
Screenshot: guuui.com
Henrik Olsen from guui.com about choosing the right level of graphic detail, interactivity, breadth and depth of Prototpyes.
“Many web development teams build prototypes that are too resource-demanding. The Q3 2005 issue of GUUUI takes a look at how to make the right trade-off between graphic detail, the level of interactivity and the breadth and depth of features covered by the prototype.
The conclusion:
- Don’t get carried away in making the prototype look pretty
- Keep interactivity at a medium to high level
- Don’t compromise on breadth
- Compromise as much as you can on depth”
Internetverweis
guuui.com: Balancing fidelity in prototyping