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Divide and Conquer
The best way to create the prototype depends on the size and composition of the team and how far
along the development is. At one extreme, if you're making a prototype of an existing interface and it
has a straightforward sequence of screens, you could simply make screen captures and print them out
as the basis for your prototype (this is a great task for an intern). In this case you might adjourn the
meeting until the next day, when you'll have the screen printouts, and then do your first walkthrough.
If the interface doesn't exist yet or is being substantially changed, there's some design work required.
So divide and conquer: Have each person on the team put their initials on the list next to the screens
they'll prepare. Leave the list where everyone can see it so that they all know who's working on
what—people may want to pass along ideas or collaborate.
This divide-and-conquer idea initially makes some people nervous because it feels like I'm advocating
design by committee, a committee that may include some nondesigners. But in practice this is not what
happens. The paper prototype is created by the core team, which by definition includes those
responsible for the interface, so the prototype always remains in the appropriate hands. Most
prototypes have some screens that are well defined and relatively easy to create, such as the browser
background or log-in screen. What I've found is that that team members with less design expertise tend
to sign up for the easier pieces, leaving the heavy lifting for the lead designer(s). The end result is that
the work is split up in an appropriate way and everyone benefits by becoming familiar with the interface.
(And if a suboptimal design idea does manage to creep in, usability testing will weed it out.)
It isn't wrong to have the whole prototype created by just one or two people if that's what you're most
comfortable with. But it might be advantageous to divide up the work as I've described here, or even to
try parallel design.
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