prototyping ios apps – tom bowden – nov 2015 – eventacular inc
TRANSCRIPT
Defining a Prototype• A prototype is an initial model of an object built to test a
design. The word comes from a Greek word for “primitive form”. (UXL Encyclopedia of Science, 2015)
• Prototypes are not meant to be perfect versions of the designed products. The process results in a prototype that is not exactly what the final design will contain, but that is close enough to let the designers see if it will work or not.
• ‘Testing the design’ is built into the meaning of a prototype.
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Why Prototype Apps?• Get your ideas into app ‘form’ quickly
• Get feedback from others (‘test the design’)
• Be able to improve (‘iterate’) quickly
• Test several ideas without investing too much time or money. Develop the business strategy in parallel.
• Not be worried about throwing out the entire prototype and starting again, since little time and money invested
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‘Lean’ ApproachCentral to the Lean Startup approach is Validated Learning:
“Startups exist not just to make stuff, make money, or even serve customers. They exist to learn how to build a sustainable business. This learning can be validated scientifically by running frequent experiments that allow entrepreneurs to test each element of their vision.”
(The Lean Startup, Eric Ries, 2011)
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Who Should Prototype?• Everyone: Over the last 12 months, app prototyping has
become accessible to anyone who wants to make an app
Designers – Engineers – People on Business-Side
• Engineers: even though you have the ability to make the actual app, take a step back and prototype first – your product will be better if you do so
• Business-People: you have no more excuses not to be able to make a simple prototype in order to better convey your app ideas and get buy-in
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There are now dozens of prototyping tools on the market:
Prototyping Tools
Proto.io
Pixate
Origami
Avocado
Framer
Flinto
InVision
Keynote
POP Fluid UI
Briefs
Form
Mockup.ioMarvel
Balsamiq
Keynotopia
Prott AxureRP
Indigo Studio
Principle5/18
Page-based
In a page-based tool, you lay out different screens, and then you make hotspots or buttons to connect them together.
You tap a button or hotspot somewhere on one screen to go to another screen.
Types of Prototyping ToolsLayer-based
Each layer on a page can be made tappable, swipe-able, and draggable, with animations if desired.
Usually used for single-page designs, since there are generally fewer options to create the entire flow of an app.
Code-based
Use code (text-based or visual-node-based) to give you more control than layer-based prototypes.
Again, usually used for single page micro-interactions, otherwise you might as well build the actual app.
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Which Tool is Best?In my humble opinion: Principle for Mac.
• It offers both page-based and layer-based advantages.
• It is possible to lay out the entire flow of the app, and also create micro-interactions on a page.
• It is easy to learn how to use Principle, and it is easy to share Principle prototypes.
• The Preview window shows the results of changes live.
• It is also relatively inexpensive (US$ 99).7/18
Drivers in PrincipleDrivers connect properties to each other using keyframes. Drivers work within an artboard.
Drivers work on the following properties of a layer or group of layers, based on their X or Y position:
• X
• Y
• Width
• Height
• Scale
• Angle
• Opacity
• Radius
• Stroke Width
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Animation View in PrincipleThe Animate timeline is used to customize animations between artboards.
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Weak Points of Principle• Cannot access sensors of the mobile device
• Can only work with static images
• No way to group together related artboards, so you need many artboards in order to prototype an entire app
• No simple way of extracting layer coordinates and animation timings from the app to communicate with engineers
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Some Tips• For pixel-perfect designs, use Sketch 3 with Principle. They work very well
together.
• Design @1x (i.e. design in ‘points’), not @2x.
• Start design based on the physical device you have for live testing. E.g. if you have a 4.7-inch iPhone for testing, start your designs based on that.
• Later, mock up designs for multiple device sizes (iPhone 4-inch, 4.7-inch, 5.5-inch, iPad).
• Make use of the many UI templates available on the net for free.
• Use Lookback for recording user tests on the device (note: requires a jailbroken device).
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Thank You for Listening!
http://eventacular.net
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