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Rough and ready prototypes: lessons from graphic design
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Source Conference on Human Factors in Computing Systems archive
Posters and short talks of the 1992 SIGCHI conference on Human factors in computing systems table of contents
Monterey, California
SESSION: Good graphics! table of contents
Pages: 83 - 84  
Year of Publication: 1992
Author
Yin Yin Wong  Human Interface Group/ATG, Apple Computer, Inc., Cupertino, California
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 23,   Downloads (12 Months): 103,   Citation Count: 26
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ABSTRACT

This paper argues that interface design can be made more effective by borrowing techniques from graphic design. User interface designers often explore interface ideas through coded prototypes, which do not facilitate quick turnaround and require a complete interface definition. This method of prototyping is too detailed and laborious to appropriately facilitate early design decisions, such as brainstorming about the task the interface will support.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Salomon, Gitta. (1990). How the Look Affects the Feel: Visual Design and the Creation of an Information Kiosk. Human Factors Society 34th Annual Meeting Proceedings 1990. New York: ACM, 277--281.
2
 
3
Davis, Susan E. (1989). 59 More Studio Secrets for the Graphic Artist. Cincinati, Ohio: North Light Books
4

CITED BY  26