You don’t have to follow this particular design, of course. If you’ve been reading the previous posts, note that I’m planning to follow the organization I sketched out in the last post. So that’s what’s going to happen in this post.
Code prototype 1 code#
Before we can do that though, we need to make sure the code is object-oriented and remains functional. But this is something that’s going to need to be done in two phases.įirst, we’re going to simply introduce classes that represent the diagrams from the previous post and that encapsulate the responsibility of each project.Īfter that, we’ll look at organizing the code into namespaces and packages. That is, we’re going to start converting the prototype to code. sketched out a diagram for how the code can be organizedĪt this point, we’ve done enough work to warrant beginning to refactor our code.I’ve never had a lot of time for wireframes that try to re-create a ‘website experience’ - it feels wasteful and I think we can find better ways to embed design as part of engineering/development teams.As far as rapid prototypes and WordPress are concerned, we’ve done two things thus far:
Code prototype 1 how to#
But knowing how to prototype in a range of scenarios is a much more flexible set of tools to apply throughout a multi-layered design process.įootnotes: I do think it makes a lot of sense for anyone specialising in Interaction or Product Design to have at least a basic understanding of code, or they should know how to pair and work directly with developers. Knowing how to code is a useful skill for designers working on digital products, and parts of services.
The important question is what do you need to learn about next? Or, how can you make an idea or concept real enough to put into a real world situation that enables you to learn from what happens. Designers shouldn’t have to learn Axure any more than they should feel pressured to learn to code. I would also say the same about any set of tools and about the expectations we put of people to depend on a fixed set of tools. That’s fine, but having a consistent approach to learning is the important thing here. I’ve found that the tools, and expectations for the tools we use change over time, and it feels like design tools, including prototyping tools, are progressing and changing rapidly at the moment. Those interactions are important, but prototyping as an applied skillset and way of thinking about problem solving is much more valuable than this. The important thing here is to see prototyping as more than just a way of learning about the interactions of what happens on a screen. I can now compare this to when, in a previous life as a UX designer, I would primarily prototype to test the usability and feature set of largely web-based products. not just the digital components or transactional parts of a product/service. Often, the most important thing we need to learn about is the viability of a new service/business model within an organisation ie. I can still build a basic prototype in code (at least something that’s bootstrapped in code), but this is usually only part of what we need to test. As the scope of my work has broadened–especially, thinking more about complex products, and even more broadly about services and systems–I’ve found these skills less useful. It was a useful skill because I was mainly designing for the web. I taught myself to code about 15 years ago - mostly through books and practice (view source, and webkit type browser extensions were essential at the time). All these things can be just as important as building models of user interfaces presented on a screen. pen and paper), involve modelling and changes to a physical space, and even role play through simulating new face-to-face interactions within a service. This is more of a mindset and way of working, rather than a fixed set of tools.
Code prototype 1 software#
Prototyping can be used for everything from policy, to services, products, ways of working, tools and even tech and software policy within an organisation. Prototyping doesn’t mean that you have to write code or build software.Ī prototype should be the quickest, cheapest way you can find to learn about something, or to test an idea or hypothesis. I think it’s more important that designers learn to prototype. There’s still an ongoing debate about whether designers should learn to code.