These are the basic reasons why should we create prototypes for our ideas. You may ask the question, why do we need prototypes? What are the purposes of creation? This is an interactive layout, which can have any degree of accuracy. Prototype is a simplified version of the implementation of the future system. So what is the prototype itself? Let’s give the clear definition. get cost-effective way of understanding and developing your product.check how the product can be perceived by the user.evaluate the interaction in the product interface.Prototypes are the means of measuring the effectiveness of the design. But how to understand whether the designed navigation, content display format, and organization are easy to use? ![]() When it comes to designing a great interface of application, website or any other IT-product, user interaction experience with the product (User Experience, UX) is to be in the spotlight. What is the purpose behind prototyping for you? Clients? Day job? Fun? Ultimately your job is to solve problems, not create flashy interactions because they look cool or it's trendy.Everything you want to know about prototypes. AE certainly has its place, but it's not for interaction design. Stick to tools like Flinto/Principle/Framer which are going to give you realistic results and don't have a massive learning curve. This has always been a problem with Dribbble and isn't unique to motion design. Motion certainly has a place in design but many of these Dribbble shots take it to an extreme for the sake of doing something pretty. It creates unrealistic expectations for anyone new to this kind of work. Most teams and especially clients are not actually implementing anything to that degree as that would be extremely difficult to do without having a super slow/clunky app, and forget mobile web. I'd say 90% of this flashy animated interaction work is simply to get up-votes/jobs on Dribble and nothing more (it's very hard to find anything that looks like what you posted and is actually live on an app store or the web). ouch).Īs others have said, this is a problem with Dribbble in general. (except that you may be forced to use the rest of Adobe Creative Suite too. I find Origami's approach through a visual logic language refreshing, easier to parse (as a visual thinker) and really satisfying to use.Īll the same, I agree with many here that AE is hugely powerful and you can't go too far wrong learning it. I've tried Framer several times in the past but I suck at Javascript and end up being buried in code I don't really understand. If you want fine-grained control over all aspects of your prototype (and you do, don't you?), either Origami or Framer are your best bets, IMHO. Unlike AE you can create tangible, on-device prototypes that you can use in your hands, and there's a lot to be said for that as opposed to staging things on a timeline. Plenty of examples/documentation and a very helpful community on Facebook too. The team at Facebook are doing a fantastic job of taking this forward and continue to provide easy to use, pre-built components for standard elements in iOS & Android. The learning curve is quite steep, but persevere and you will reap the benefits of a hugely versatile tool. I'm always surprised in these threads when no-one mentions Origami ( sign). ![]() ![]() I think that designers are less likely to engage in these indulgences if they have to endure them a couple of times when actually using their prototypes rather than just envisioning the interaction through video. Things like pressing a button and waiting a few seconds for a very nice looking, cumbersome animation to complete. I think that divorcing the animations and transitions from actual interactions encourages designers to build beautiful, slow interfaces. My hesitation with After Effects is that having no limits in what you can do encourages designers to build motion comps that would be very difficult to produce with heavy performance costs to implement, a good example of this being motion blur, which is generally impossible with basic layout technologies like CSS, or UI Views, and to create requires manually calculating and rendering a motion blur in Canvas, or with animation specific toolkits on native devices. IMO, I think you should prototype in tools that are closer to what the final output would be, and for that I think that a prototyping tool like Flinto fits the bill.
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