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	<title>Comments on: Three Reasons Why I Don&#8217;t Use Prototyping Tools</title>
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	<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools</link>
	<description>designing user experiences</description>
	<lastBuildDate>Tue, 27 Jul 2010 10:01:48 +0000</lastBuildDate>
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		<title>By: Anders</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-7998</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Fri, 28 Nov 2008 14:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-7998</guid>
		<description>Philip - I completely agree with you that one should focus first on design solutions that work for people, but I think I might differ with you a bit on how that is accomplished.

Yes, if you know Flash really well, it can be great for doing a freeform exploration of ideas.  But that to me, however, is just sketching, just trying stuff out.  To be clear, my reason for not using tools designed specifically for prototyping (and I would not place Flash in that category, as it is primarily a production tool), goes far beyond performance.

If you were to only prototype a solution in Flash that is going to be implemented with XHMTL/CSS/JS or .NET or whatever, you are going down a risky path indeed.  Users may love interacting with the Flash prototype.  But that experience is likely to be very different when implemented with a different technology, which means you might be setting yourself up for a lot of disappointed users - and, in my experience, that is not a good thing for repeat business.

More importantly, technological issues that simply can&#039;t be discovered when prototyping with a different technology will be discovered much later in the game.  So, the bottom line, IMO is: start your exploration with any tool that you&#039;re comfortable with or can work quickly with, such as Flash. But once the idea has matured, start exploring the solution with the actual production technology.  Not prototyping using the actual production technology at that point, I think would be big mistake.</description>
		<content:encoded><![CDATA[<p>Philip &#8211; I completely agree with you that one should focus first on design solutions that work for people, but I think I might differ with you a bit on how that is accomplished.</p>
<p>Yes, if you know Flash really well, it can be great for doing a freeform exploration of ideas.  But that to me, however, is just sketching, just trying stuff out.  To be clear, my reason for not using tools designed specifically for prototyping (and I would not place Flash in that category, as it is primarily a production tool), goes far beyond performance.</p>
<p>If you were to only prototype a solution in Flash that is going to be implemented with XHMTL/CSS/JS or .NET or whatever, you are going down a risky path indeed.  Users may love interacting with the Flash prototype.  But that experience is likely to be very different when implemented with a different technology, which means you might be setting yourself up for a lot of disappointed users &#8211; and, in my experience, that is not a good thing for repeat business.</p>
<p>More importantly, technological issues that simply can&#8217;t be discovered when prototyping with a different technology will be discovered much later in the game.  So, the bottom line, IMO is: start your exploration with any tool that you&#8217;re comfortable with or can work quickly with, such as Flash. But once the idea has matured, start exploring the solution with the actual production technology.  Not prototyping using the actual production technology at that point, I think would be big mistake.</p>
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		<title>By: Philip Fierlinger</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-7895</link>
		<dc:creator>Philip Fierlinger</dc:creator>
		<pubDate>Wed, 26 Nov 2008 03:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-7895</guid>
		<description>I think you&#039;re a bit too concerned with the technical implementation, rather than the design solution.

I agree that performance has a big impact on usability. But unless you&#039;re testing with live data in a live environment under real conditions you&#039;re never going to get an accurate sense of performance. You still get many false positives and even a few false negatives.

In my experience, when performance problems emerge as a result of my original solution then there&#039;s almost always an alternative that&#039;s a slight-of-hand variant that can deliver essentially the same functionality without the performance hit.

To me, it&#039;s more important to focus on design solutions that work for people first and foremost, even based on ideal conditions, and then creatively engineer an optimal technical solution around that. That has always produced the best results for me.

My prototyping tool of choice is Flash. It&#039;s a great drawing tool, so your prototypes can be as lo-fi or as hi-fi as you want. Plus, you can create very simple or very sophisticated interactivity - that works in any browser.

With Flash there is no limitation to the concepts and feature ideas that you can simulate.

Philip Fierlinger
http://skyrize.com</description>
		<content:encoded><![CDATA[<p>I think you&#8217;re a bit too concerned with the technical implementation, rather than the design solution.</p>
<p>I agree that performance has a big impact on usability. But unless you&#8217;re testing with live data in a live environment under real conditions you&#8217;re never going to get an accurate sense of performance. You still get many false positives and even a few false negatives.</p>
<p>In my experience, when performance problems emerge as a result of my original solution then there&#8217;s almost always an alternative that&#8217;s a slight-of-hand variant that can deliver essentially the same functionality without the performance hit.</p>
<p>To me, it&#8217;s more important to focus on design solutions that work for people first and foremost, even based on ideal conditions, and then creatively engineer an optimal technical solution around that. That has always produced the best results for me.</p>
<p>My prototyping tool of choice is Flash. It&#8217;s a great drawing tool, so your prototypes can be as lo-fi or as hi-fi as you want. Plus, you can create very simple or very sophisticated interactivity &#8211; that works in any browser.</p>
<p>With Flash there is no limitation to the concepts and feature ideas that you can simulate.</p>
<p>Philip Fierlinger<br />
<a href="http://skyrize.com" rel="nofollow">http://skyrize.com</a></p>
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		<title>By: Some Thoughts About the Balsamiq Mockup Tool &#8212; Anders Ramsay.com</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-7026</link>
		<dc:creator>Some Thoughts About the Balsamiq Mockup Tool &#8212; Anders Ramsay.com</dc:creator>
		<pubDate>Thu, 06 Nov 2008 21:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-7026</guid>
		<description>[...] is, of course, a slight irony in that only a few days ago, I was writing about why I don&#8217;t use prototyping tools, and here I am writing a review of a prototyping tool. Well, not quite. I think Balsamiq is [...]</description>
		<content:encoded><![CDATA[<p>[...] is, of course, a slight irony in that only a few days ago, I was writing about why I don&#8217;t use prototyping tools, and here I am writing a review of a prototyping tool. Well, not quite. I think Balsamiq is [...]</p>
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		<title>By: Mike Padgett</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-7021</link>
		<dc:creator>Mike Padgett</dc:creator>
		<pubDate>Thu, 06 Nov 2008 16:07:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-7021</guid>
		<description>Interesting post and I&#039;m inclined to agree strongly with what you&#039;re saying about the tools playing catch-up. It can be hard to describe asynchronous interactions, for example.

I&#039;ve reached a point on a few occasions in the recent past at which I&#039;ve thought &lt;em&gt;&quot;I may as well just build this&quot;&lt;/em&gt; so complex does the prototype start to become. It can be a hard balance to strike.

I wouldn&#039;t necessarily agree that they&#039;re just for non-technical users, but you do sometimes wonder whether they&#039;re helping or hindering, particularly during the more hectic iterative processes!</description>
		<content:encoded><![CDATA[<p>Interesting post and I&#8217;m inclined to agree strongly with what you&#8217;re saying about the tools playing catch-up. It can be hard to describe asynchronous interactions, for example.</p>
<p>I&#8217;ve reached a point on a few occasions in the recent past at which I&#8217;ve thought <em>&#8220;I may as well just build this&#8221;</em> so complex does the prototype start to become. It can be a hard balance to strike.</p>
<p>I wouldn&#8217;t necessarily agree that they&#8217;re just for non-technical users, but you do sometimes wonder whether they&#8217;re helping or hindering, particularly during the more hectic iterative processes!</p>
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		<title>By: Anders</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6784</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Thu, 30 Oct 2008 14:59:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6784</guid>
		<description>Hi Peldi - Balsamiq has actually been on my list of tools to check out (thanks to &lt;a href=&quot;http://www.noisebetweenstations.com&quot; rel=&quot;nofollow&quot;&gt;Victor&lt;/a&gt; pointing it out to me a while back.)  Would be happy to review it.</description>
		<content:encoded><![CDATA[<p>Hi Peldi &#8211; Balsamiq has actually been on my list of tools to check out (thanks to <a href="http://www.noisebetweenstations.com" rel="nofollow">Victor</a> pointing it out to me a while back.)  Would be happy to review it.</p>
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		<title>By: Anders</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6783</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Thu, 30 Oct 2008 14:50:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6783</guid>
		<description>Todd-

Yes, I do agree that many of these prototyping tools are targeted (in part) to non-technical business users, and that it sometimes can be valuable to get a simulation rather than a writeup, but I also think a there is the issue of the marginal benefit of a simulation vs some sketches.  In other words, how much more value or information would you, as the designer, gather from an Axure prototype (which, because they are not technically inclined will likely take them a little while to create) compared to just receiving some drawings and a supporting description from the non-technical business analyst (which they would likely be able to produce much faster and which are not constrained by what the prototyping tool can do.)  Again, I think your point is valid, but I&#039;m not sure if the marginal benefit would be very high.</description>
		<content:encoded><![CDATA[<p>Todd-</p>
<p>Yes, I do agree that many of these prototyping tools are targeted (in part) to non-technical business users, and that it sometimes can be valuable to get a simulation rather than a writeup, but I also think a there is the issue of the marginal benefit of a simulation vs some sketches.  In other words, how much more value or information would you, as the designer, gather from an Axure prototype (which, because they are not technically inclined will likely take them a little while to create) compared to just receiving some drawings and a supporting description from the non-technical business analyst (which they would likely be able to produce much faster and which are not constrained by what the prototyping tool can do.)  Again, I think your point is valid, but I&#8217;m not sure if the marginal benefit would be very high.</p>
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		<title>By: Peldi Guilizzoni</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6782</link>
		<dc:creator>Peldi Guilizzoni</dc:creator>
		<pubDate>Thu, 30 Oct 2008 14:35:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6782</guid>
		<description>Hi Anders, I agree with you. A lot of prototyping tools try to do too much, trying to get you as close as possible to what the final implementation will look and behave like. Not only this makes them very complex to use, but forces them to be tied to a specific implementation technology, which they&#039;ll never be able to mimic fully.

When Building Balsamiq Mockups ( http://www.balsamiq.com/products/mockups ), I took a different approach: I don&#039;t try to be high-fidelity - in fact, I try to be as close to pencil and paper as I can - and I don&#039;t offer interaction (it&#039;s a highly requested feature, but I fear heading there for the reasons outlined above). In other words, Mockups is a wireframing app, not a prototyping app.

As for my app being &quot;in a continual state of playing catch-up with the rapidly evolving state of the art of user experience paradigms&quot;, I can&#039;t argue with that. The good thing about my situation is that I can keep adding controls easily (it&#039;s just a matter of my wife drawing them and me coding them in a little bit), and with the upcoming 1.5 release users will be able to import their own images into the mockup.

I&#039;d love to hear your input on my little tool. Send me an email if you&#039;d like a full license to review it properly.</description>
		<content:encoded><![CDATA[<p>Hi Anders, I agree with you. A lot of prototyping tools try to do too much, trying to get you as close as possible to what the final implementation will look and behave like. Not only this makes them very complex to use, but forces them to be tied to a specific implementation technology, which they&#8217;ll never be able to mimic fully.</p>
<p>When Building Balsamiq Mockups ( <a href="http://www.balsamiq.com/products/mockups" rel="nofollow">http://www.balsamiq.com/products/mockups</a> ), I took a different approach: I don&#8217;t try to be high-fidelity &#8211; in fact, I try to be as close to pencil and paper as I can &#8211; and I don&#8217;t offer interaction (it&#8217;s a highly requested feature, but I fear heading there for the reasons outlined above). In other words, Mockups is a wireframing app, not a prototyping app.</p>
<p>As for my app being &#8220;in a continual state of playing catch-up with the rapidly evolving state of the art of user experience paradigms&#8221;, I can&#8217;t argue with that. The good thing about my situation is that I can keep adding controls easily (it&#8217;s just a matter of my wife drawing them and me coding them in a little bit), and with the upcoming 1.5 release users will be able to import their own images into the mockup.</p>
<p>I&#8217;d love to hear your input on my little tool. Send me an email if you&#8217;d like a full license to review it properly.</p>
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		<title>By: Three Reasons Not to Use Prototyping Tools &#124; toddwarfel.com</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6781</link>
		<dc:creator>Three Reasons Not to Use Prototyping Tools &#124; toddwarfel.com</dc:creator>
		<pubDate>Thu, 30 Oct 2008 13:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6781</guid>
		<description>[...] Ramsay has a great post on why he doesn&#8217;t use prototyping tools. His biggest problem with prototyping tools [...]</description>
		<content:encoded><![CDATA[<p>[...] Ramsay has a great post on why he doesn&#8217;t use prototyping tools. His biggest problem with prototyping tools [...]</p>
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		<title>By: Todd Zaki Warfel</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6780</link>
		<dc:creator>Todd Zaki Warfel</dc:creator>
		<pubDate>Thu, 30 Oct 2008 13:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6780</guid>
		<description>My biggest beef with &quot;prototyping tools&quot; is the first one you highlight. Since most of them leverage pre-canned solutions, you&#039;re inherently not going to innovate. Can you? Sure. But they promote a certain laziness to innovation. You&#039;re given a set of prescriptive solutions and are not pushed to try something new.

This is one of the reasons all of my designs start out as paper sketches. I create the design on paper first, which knows no boundaries, and then figure out a way to make it happen in either &lt;strong&gt;HTML&lt;/strong&gt; or sometimes &lt;strong&gt;Flash&lt;/strong&gt;. 

However, I don&#039;t think these prototyping tools are for people like you and me — they&#039;re for people who can&#039;t code, or choose not to for that particular project. They&#039;re great for a business analyst or product manager who wants to use them to communicate a particular concept visually rather than write a 60 document to describe it. 

I&#039;d much rather get a simulated prototype from Axure, Fireworks, Visio, or Powerpoint than a 30-60 page document trying to describe their idea. We&#039;ve actually had pretty good success taking Powerpoint prototype from clients, deconstructing them with a client in a design studio setting, sketching the &quot;real&quot; solution with them, which is based on the prototype they provide, and then building the &quot;real&quot; prototype in our HTML framework we use.</description>
		<content:encoded><![CDATA[<p>My biggest beef with &#8220;prototyping tools&#8221; is the first one you highlight. Since most of them leverage pre-canned solutions, you&#8217;re inherently not going to innovate. Can you? Sure. But they promote a certain laziness to innovation. You&#8217;re given a set of prescriptive solutions and are not pushed to try something new.</p>
<p>This is one of the reasons all of my designs start out as paper sketches. I create the design on paper first, which knows no boundaries, and then figure out a way to make it happen in either <strong>HTML</strong> or sometimes <strong>Flash</strong>. </p>
<p>However, I don&#8217;t think these prototyping tools are for people like you and me — they&#8217;re for people who can&#8217;t code, or choose not to for that particular project. They&#8217;re great for a business analyst or product manager who wants to use them to communicate a particular concept visually rather than write a 60 document to describe it. </p>
<p>I&#8217;d much rather get a simulated prototype from Axure, Fireworks, Visio, or Powerpoint than a 30-60 page document trying to describe their idea. We&#8217;ve actually had pretty good success taking Powerpoint prototype from clients, deconstructing them with a client in a design studio setting, sketching the &#8220;real&#8221; solution with them, which is based on the prototype they provide, and then building the &#8220;real&#8221; prototype in our HTML framework we use.</p>
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		<title>By: Christopher Fahey</title>
		<link>http://www.andersramsay.com/2008/10/29/three-reasons-why-i-dont-use-prototyping-tools/comment-page-1#comment-6735</link>
		<dc:creator>Christopher Fahey</dc:creator>
		<pubDate>Wed, 29 Oct 2008 21:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.andersramsay.com/?p=194#comment-6735</guid>
		<description>You had me at &quot;Prototyping Tools are Inherently Based on the Old; Design is Inherently about the New&quot;.</description>
		<content:encoded><![CDATA[<p>You had me at &#8220;Prototyping Tools are Inherently Based on the Old; Design is Inherently about the New&#8221;.</p>
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