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
Links:
Henrik Olsen
- August 06, 2005
See also: GUUUI articles (8) Prototyping and wireframing (30)