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Balancing fidelity in prototyping

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 (7)  Wireframing and prototyping (29) 

 

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