Windows Home Server Console Prototype 2 of 11

by on April 23, 2007
in design

Here’s round two which was about a week or two later (still March 2005.)

Windows Home Server Console Prototype 2
Prototype 2

Additionally, there has been some minor confusion about the fidelity of these designs so let me address any confusion.

Early in the discovery phase of creating anything you have to start with something like one of the following:
– sketch
– foundation
– blueprint
– underpainting
– groundwork
– schematic
– diagram

Early in the discovery phase of a product as large as Windows Home Server, nothing is high-fidelity, nothing is well defined (yet), and there is little agreement amongst the team members of what to build and how to build it.

This is where low fidelity prototyping is most valuable, here’s why:
– You can do it rapidly
РDoing so generates great ideas which can lead to new innovative design solutions
– Maintaining low-fidelity work and making updates is fast and easy

The only risk is to make sure you communicate clearly that you are producing low-fidelity work.
It can be useful to produce a high-fidelity example to juxtapose with the prototypes for buy-in.
You must make it clear that this is not high-fidelity design being produced (part of the reason these articles aren’t categorized under visual design… yet.)

Conversely *High-fidelity prototypes:
– Take more effort/resources to create
– Take more effort/resources to maintain
– Because they require more effort, they induce more commitment
– There is an expectation that high-fidelity prototypes reflect the plan of record

There is nothing wrong with throwaway low-fidelity rapid execution design work. In fact product/experience designers would be wise to work collaboratively and nurture and support it iterating high-fidelity during discovery will just burn people out.

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