Human-computer interaction, User interfaces (Computer systems)--Testing, User interfaces (Computer systems)--Design, and Web sites--Design
Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: • Save time and money - solve key problems before implementation begins • Get user feedback early - use it to focus the development process • Communicate better - involve development team members from a variety of disciplines • Be more creative - experiment with many ideas before committing to one•Enables designers to solve design problems before implementation begins •Five case studies provide real world examples of paper prototyping at work •Delves into the specifics of what types of projects paper prototyping is and isn't good for.
If you are a user, experienced professional, designer, information architect, or business analyst who wants to explore common design patterns and enhance your interactive prototyping skills with Axure, then this book is ideal for you.
'This highly practical cookbook is comprised of easy-to-follow, step-by-step recipes to improve your efficiency and take your Axure skills to the next level of expertise. If you are a designer, information architect, business analyst or user experience professional who wants to gain advanced prototyping skills with Axure, this book will be ideal for you. Some experience with prototyping is preferred.'
Computer-aided design, Product design, and Rapid prototyping
Computer-aided design (CAD) and rapid prototyping (RP) are now a fundamental part of the professional practice of product design and are therefore essential skills for product design undergraduate students. This book provides students with all the tools needed to get to grips with the range of both CAD software and RP processes used in the industry. Presented in a visually engaging format, this book is packed with case study examples from contemporary product designers, as well as screen shots, CAD models, and images of rapid prototypes highlighting the design process. This book shows how CAD and RP software is used in product design and explains, in clear language, the similarities and differences between the different software packages and processes.
Haller, Norm, National Research Council (U.S.), Haller, Norm, and National Research Council (U.S.)
Rapid prototyping--Congresses, Prototypes, Engineering--Congresses, and Military research--United States--Planning--Congresses
Assessment to Enhance Air Force and Department of Defense Prototyping for the New Defense Strategy is the summary of a workshop convened by the Air Force Studies Board of the National Academies'National Research Council in September 2013 to enhance Air Force and Department of Defense (DoD) prototyping for the new defense strategy. This workshop examined of a wide range of prototyping issues, including individual recommendations for a renewed prototype program, application of prototyping as a tool for technology/system development and sustainment (including annual funding), and positive and negative effects of a renewed program. Prototyping has historically been of great benefit to the Air Force and DoD in terms of risk reduction and concept demonstration prior to system development, advancing new technologies, workforce enhancement and skills continuity between major acquisitions, dissuasion of adversaries by demonstrating capabilities, maintaining technological surprise through classified technologies, and an overarching strategy of overall risk reduction during austere budget environments. Over the last two decades, however, many issues with prototyping have arisen. For example, the definitions and terminology associated with prototyping have been convoluted and budgets for prototyping have been used as offsets to remedy budget shortfalls. Additionally, prototyping has been done with no strategic intent or context, and both government and industry have misused prototyping as a key tool in the DoD and defense industrial base. Assessment to Enhance Air Force and Department of Defense Prototyping for the New Defense Strategy envisions a prototyping program that encourages innovation in new concepts and approaches and provides a means to assess and reduce risk before commitment to major new programs.
Schwartz, Ezra, Srail, Elizabeth Ann, Schwartz, Ezra, and Srail, Elizabeth Ann
Computer simulation, Rapid prototyping--Computer programs, and Rapid prototyping
A handson guide filled with practical examples to device/OS independent User Experience Strategy with Axure 7. If you are a UX practitioner, a business analyst involved UX projects, or a product manager involved in UX projects, this book is for you. Consultants or inhouse staff who work for agencies or individual practitioners will also benefit from this book. Familiarity with Axure will help but is not mandatory.
This book is a fast-paced guide with practical, hands-on recipes which will show you how to prototype Beagleboard-based audio/video applications using Matlab/Simlink and Sourcery Codebench on a Windows host.Beagleboard Embedded Projects is great for students and academic researchers who have practical ideas and who want to build a proof-of-concept system on an embedded hardware platform quickly and efficiently. It is also useful for product design engineers who want to ratify their applications and reduce the time-to-market. It is assumed that you are familiar with Matlab/Simulink and have some basic knowledge of computer hardware. Experience in Linux is favoured but not necessary, as our software development is purely on a Windows host.
Storyboarding and prototyping are key parts of the instructional design process that should not be skipped. Starting the overall design process with a storyboard provides a high-level outline of the intended outcomes of the module, and is an effective way to gather ideas in a graphical format before moving on the physical prototype. Interface prototyping then allows instructional designers to map out the navigation of a training module and garner feedback from stakeholders and users early in the design process. Gathering this information helps designers make decisions about the layout and placement of elements, such as buttons, images, and clickable interactions within the overall arrangement of an interface. This TD at Work will help you: • Define storyboarding and prototyping. • Explain how to storyboard your e-learning solution. • Show you how to create a physical prototype for feedback. • Instruct on how to create a wireframe digital prototype. • Help you create a refined prototype for the final interface design.
Rapid prototyping--Computer programs and Computer simulation
This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects. A single project is implemented using different architectural styles to make the reader understand the details of each style. There are also many small independent code samples to explain design patterns, WCF, and localization. This book is for people familiar with the ASP.NET framework using either C# or VB.NET. You don't need to be an ASP.NET guru – the book is ideal for novice and intermediate developers. If reading about application architecture usually confuses you or sends you to sleep, then this book will be perfect for you! In short, any ASP.NET programmer who is confused or disoriented reading different books or materials on architectures wondering how and what to implement in their application, will definitely benefit from this book!
New Horizons in English Studies, Vol 5, Iss 1, Pp 172-185 (2020)
science fiction prototyping, robot ethics, robot rights, law, ai, and Language and Literature
Science fiction narratives have not only influenced the way the majority of people imagine the future, but they have also shaped the general expectations for the technological development. This phenomenon has been called “science fiction prototyping” by Brian David Johnson. The prototype of a robot is created by science fiction works. Robots as artificially created entities are often presented as potential “members” of future society. Therefore, their legal status in imaginary reality is worth considering. The analysis of Blade Runner (1982) by Ridley Scott and I, Robot (2004) by Alex Proyas juxtaposes features that, according to the legal tradition, are most often attributed to moral subjects of legal protection with human-like features of robots. The interdisciplinary approach adopted in this study involves applying legal reasoning to the study of science fiction.
Application software--Development, Mobile apps--Programming, Mobile computing--Programming, and Web sites--Programming
This book is a step-by-step tutorial which includes hands-on examples and downloadable Axure files to get you started with mobile prototyping immediately. You will learn how to develop an application from scratch, and will be guided through each and every step.If you are a mobile-centric developer/designer, or someone who would like to take their Axure prototyping skills to the next level and start designing and testing mobile prototypes, this book is ideal for you. You should be familiar with prototyping and Axure specifically, before you read this book.
design, utopia, alteration, prototyping, progetto, and alterazione
The purpose of this paper is to re-explore the relationship between utopia and architecture, trying first and foremost to challenge the way utopia has been conceived by architectural thought: i.e., as the prefiguration of a future seen as an ‘otherness’ distinct from the present, as far as the totality of its spatial, social, and political dimensions are concerned. Such vision – as we will argue – turns out to be deeply linked to a design logic of ‘projection’ and ‘prescription’; this, however, is not the only possible logic of design. Through a reflection upon some contemporary architectural practices, we will try to highlight a new horizon for design action, in which even utopia abandons its traditional ‘projective’ role and takes on a new meaning: rather than being the non-place of a possible future, utopia stands for what doesn’t have place in the present but can emerge from its alteration. Such notion of utopia as a form of ‘situated critique’, in a concrete space and time, helps to dig more deeply into the political potential of many contemporary forms of architectural and urban design. Il proposito di questo contributo è tornare a esplorare la relazione tra utopia e architettura, cercando innanzitutto di mettere in questione il modo in cui l’utopia è stata concepita tradizionalmente nel pensiero architettonico: vale a dire, come la prefigurazione di un futuro concepito come alterità rispetto al presente, nella totalità delle sue dimensioni spaziali, sociali e politiche. Tale visione - come si cercherà di illustrare - è intimamente legata a una certa logica “proiettiva” e “prescrittiva” che, tuttavia, non è l’unica logica possibile del progetto. Attraverso una riflessione su alcuni modi del progetto di architettura contemporaneo, si cercherà infatti di mettere in evidenza una nuova logica progettuale, in cui anche l’utopia abbandona il suo carattere proiettivo tradizionale per acquisire un nuovo senso: non più il non-luogo di un futuro possibile, bensì ciò che non ha luogo nel presente e che può tuttavia emergere dalla sua alterazione. Questa nozione di utopia come “critica situata” concretamente in uno spazio e in un tempo aiuta a comprendere più in profondità il potenziale politico di molte delle forme contemporanee di progetto architettonico e urbano.
Prototypes, Engineering, Product design--Planning, and Models and modelmaking
Building prototypes and models is an essential component of any design activity. Modern product development is a multi-disciplinary effort that relies on prototyping in order to explore new ideas and test them sufficiently before they become actual products. Prototyping and Modelmaking for Product Designers illustrates how prototypes are used to help designers understand problems better, explore more imaginative solutions, investigate human interaction more fully and test functionality so as to de-risk the design process. Following an introduction on the purpose of prototyping, specific materials, tools and techniques are examined in detail, with step-by-step tutorials and industry examples of real and successful products illustrating how prototypes are used to help solve design problems. Workflow is also discussed, using a mixture of hands on and digital tools. A comprehensive modern prototyping approach is crucial to making informed design decisions, and forms a strategic part of a successful designer's toolkit.
literary mapping, geospatial prototyping, scholarly communication, 'paradise lost', History of scholarship and learning. The humanities, AZ20-999, Electronic computers. Computer science, and QA75.5-76.95
By focusing on the process of building 'A Map of Paradise Lost'—a geospatial humanities text-to-map project that visualizes the locatable places in John Milton’s 'Paradise Lost'— this paper addresses the question “why map literature?” and demonstrates how the process of research prototyping is in itself a form of knowledge production. Through a series of 'prototyping moments', we address how the different steps involved in building a geospatial humanities project can produce new knowledge about the fields it relates to: literary studies and digital humanities. The prototyping moments make arguments that advance our understanding of Milton’s 'Paradise Lost', approaches to data visualization for cartographic comparison in and beyond DH, and models for interdisciplinary collaboration. Résumé En se concentrant sur le processus de construction 'd’une Carte du Paradis Perdu' – un projet d’humanités géospatiales qui visualise, dans une carte à partir du texte, les places localisables dans le 'Paradis Perdu' de John Milton – cet article aborde la question «pourquoi une littérature cartographique?» et démontre comment le processus de prototypage de recherche est en soi une forme de production de connaissances. A travers une série de 'moments de prototypage', nous abordons comment les différentes étapes impliquées dans la construction d’un projet d’humanités géospatiales peuvent produire de nouvelles connaissances concernant les domaines relatifs à ce sujet: études littéraires et humanités digitales. Les moments de prototypage présentent des arguments qui améliorent notre compréhension du 'Paradis Perdu' de Milton, des approches de visualisation des données pour une comparaison cartographique «à l’intérieur» et «au-delà» des humanités digitales ainsi que des modèles pour une collaboration interdisciplinaire. Mots-clés: cartographie littéraire; prototypage géospatial; communication savante; 'Paradis Perdu'
Mohammed Ouadoud, Tarik Marrakchi, and Rajae Taghzout
International Journal of Recent Contributions from Engineering, Science & IT, Vol 8, Iss 4, Pp 28-47 (2020)
lms, ims-ld, elearning platform, designing an ims-ld, nosql, symfony framework, disciplinary information space, Computer engineering. Computer hardware, TK7885-7895, and Science
This work is mainly based on the prototyping of a disciplinary information space for a new LMS. Our work is first to think about the conditions for creating a real LMS between learners and teachers. We have chosen to base ourselves on the hybridization between four learning theories as the basis for teaching this LMS, namely traditional pedagogy, behaviorism, cognitivism and social constructivism. These pedagogies have already proven themselves, mainly in classroom learning situations. The LMS consists of different activity spaces for teaching and learning activities. We limit ourselves in this work to the prototyping of disciplinary information space for a new LMS based on IMS-LD, NoSQL MongoDB database, and Symfony framework.
Kamil Garbacz, Lars Stagun, Sigrid Rotzler, Markus Semenec, and Malte von Krshiwoblozki
Proceedings, Vol 68, Iss 5, p 5 (2021)
E-textiles, modular rapid prototyping toolkit, E-textile Bonder, Textile Prototyping Lab, adhesive bonding technology, and General Works
We present a novel E-textiles toolkit that can be used in the rapid prototyping of electronic textiles during the research and evaluation phase. The modular, Arduino-compatible toolkit incorporates various sensors and control and communication modules. The needs of fashion professionals have been considered during the conception of the toolkit, which was developed in close cooperation with partners from textile research institutes, the textile industry, art schools and design. After the initial manual prototyping, the toolkit modules can be directly transferred to reliable industrial integration using advanced machinery. To achieve this, we developed the E-textile Bonder, a machine capable of mechanically and electrically connecting modules to textiles with integrated conductors. This paper gives an overview of the toolkit as well as the design considerations discussed and implemented during the cooperation with textile industry stakeholders. Furthermore, the integration process with the E-Textile Bonder is described, and its advantages over other technologies are discussed.
Fransiska Wahyuning Kurniawati, Christ Rudianto, Augie David Manuputty, and Agustinus Fritz Wijaya
Journal of Information Systems and Informatics, Vol 2, Iss 1, Pp 89-104 (2020)
prototyping, user interface, information system, internship, Mathematics, QA1-939, Electronic computers. Computer science, and QA75.5-76.95
Human Resources (HR) is one of the important things that determines the success of the services of a company, one of the things done to prepare a good HR is to launch a program of Job Training (PKL) or also known as an internship. PT.Gramedia Asri Media became one of the companies implementing the internship program, but the existing internship program was still carried out manually by distributing information to tertiary institutions via email. This journal aims to create an apprenticeship information system design by developing a system using the prototyping method so that the apprenticeship process can be carried out in a single system from the dissemination of information to the resolution of administrative problems related to finance and the need for an apprenticeship approval document. The system development method used therein is the prototyping method that starts from analyzing user needs to creating a User Interface (UI) that is easily understood by the user. The apprenticeship information system is expected to make the apprenticeship process more effective both in registering and processing the internship data contained therein.