I hear a lot of talk about UI storyboarding (especially around interview
time), but after 10 years and 7 companies, small to large, I've never seen
any hint of a UI storyboard.
Is this something that academics thought should be part of the process, or
does someone actually do a storyboard somewhere before protototyping then
coding?
-O
Paul Tomblin - 11 Feb 2005 19:06 GMT
In a previous article, Ophilia <OP@fake.mail> said:
>I hear a lot of talk about UI storyboarding (especially around interview
>time), but after 10 years and 7 companies, small to large, I've never seen
[quoted text clipped - 3 lines]
>does someone actually do a storyboard somewhere before protototyping then
>coding?
We do it where I work, but we have a separate "Corporate Design and
Usability" department.

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Ophilia - 11 Feb 2005 22:59 GMT
> In a previous article, Ophilia <OP@fake.mail> said:
>>I hear a lot of talk about UI storyboarding (especially around
[quoted text clipped - 7 lines]
> We do it where I work, but we have a separate "Corporate Design and
> Usability" department.
Is there a good book or reference work relating to the methods you use?
I'd be interested in something relevant to real-world applications.
Thanks,
-Ophilia
Chris Smith - 12 Feb 2005 15:25 GMT
> I hear a lot of talk about UI storyboarding (especially around interview
> time), but after 10 years and 7 companies, small to large, I've never seen
[quoted text clipped - 3 lines]
> does someone actually do a storyboard somewhere before protototyping then
> coding?
Sort of. A lot of this stuff gets collapsed into a more informal
process in reality. I bet a lot of people, including myself, at least
sketch "storyboards" in cooperation with concept designers and
representatives from the intended user base, before they begin writing
any code. They just may not recognize the word "storyboard" as
describing what they do. It's also not applied universally, but only in
a few places where the task is a bit tricky.

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Maz Rashid - 13 Feb 2005 20:41 GMT
Hi,
I currently *have* to write stories in my project.
The background is coming from the UML mess, where every process and
use-case has to be defined and designed in front of anything else.
There is no magic and nothing special. You will define your processes
and the whole screen-design in front.
In the terms of the good old times it's just as writing specifications,
but now in more modern bold letters.
After more than 10 years of project experience I learned that the
buzz-words will change every week but the work behind the scenes is
still the exciting art of the good old stuff.
After having written all the storyboards , usecases and so on and
developing all the software, the client asked for several major changes.
So all the work with the stories was waste of time.
Upon my experiences it is the best to develop quick prototypes and ask
the client to let you know if he is happy with that. In most cases he
won't accept your first proposal.
regards
Maz Rashid - www.mazcity.de
Paul Tomblin - 14 Feb 2005 02:47 GMT
In a previous article, Maz Rashid <hotmaz-nospam@gmx.de> said:
>Upon my experiences it is the best to develop quick prototypes and ask
>the client to let you know if he is happy with that. In most cases he
>won't accept your first proposal.
It doesn't matter what proposal he accepts, what he finally signs off on
at the end will bear no resemblance to it.

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Paul Tomblin <ptomblin@xcski.com> http://xcski.com/blogs/pt/
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