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by killin_dan
3304 days ago
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I consider UI mockups the perfect usage for visual programming environments. Obviously a visual product compliments a visual development interface. However, it's a very narrow realm compared to the rest of the programming universe. It's the same as saying that drawing a picture is easier for most people than programming a picture, and it doesn't really have to do with the topic of visual programming, but rather visual design. |
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It can be, though the type of mockup I find more useful for discussion is much lower fidelity than that.
The feedback and discussion around a mockup is related to the fidelity.
Low fidelity, such as whiteboard or large sharpie drawings, will garner feedback that discusses whether this UI even makes sense at all, if there's a different approach, or how feasible it is to present everything this way.
Mid-fidelity, such as digital mockups, will often focus more on the actual layout, text labels and contents.
High-fidelity, such as a working prototype or something done in the actual environment (visual programming environment, or even as working HTML+Javascript+CSS), will often get into a discussion about font sizes and icon choice.
If you build a high-fidelity mockup when you really want to have the low-fidelity discussion you're doing everyone a disservice. Even if your team can see past it and still has the appropriate discussion, it's a waste of time.
For that reason, even when my mockup is basically a small modification to something that exists already, I'll often screenshot it, and then freehand draw (MS Paint style) overtop of it with my modifications, using ugly 2-4px wide lines. I've tried both, but consistently found the feedback is better that way -- even when the target audience is a bunch of developers that should be able to see past it.