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    <title>Boxes and Arrows: Comments by Keith Sherwood</title>
    <link>http://www.boxesandarrows.com/person/23922</link>
    <pubDate>Tue, 25 Nov 2008 16:45:29 GMT</pubDate>
    <description>Comments by Keith Sherwood</description>
    <item>
      <description>&lt;p&gt;Great article! I like to be flexible and use the right type of prototyping for the task at hand, but, with that said, I&amp;#8217;ve used &lt;span class="caps"&gt;XHTML&lt;/span&gt; prototyping for my last few projects and the practice has definitely paid off in terms of efficiency and speed.&lt;/p&gt;

	&lt;p&gt;I&amp;#8217;m the sole UX designer in my development shop, and while we have developers who understand markup and &lt;span class="caps"&gt;CSS&lt;/span&gt;, the largest portion of &lt;span class="caps"&gt;XHTML&lt;/span&gt;, JavaScript, and &lt;span class="caps"&gt;CSS&lt;/span&gt; work usually falls to me. Because of having to wear multiple hats of designer, lead, and trench-coder, I find that prototyping in &lt;span class="caps"&gt;XHTML&lt;/span&gt; helps me combine project phases and alleviate bottlenecks (not to mention that there isn&amp;#8217;t a graphic design department to hand my sketches to).&lt;/p&gt;

	&lt;p&gt;The best two aspects for me would definitely be code reuse and catching &amp;#8220;gotchas&amp;#8221;. Having the actual markup ready by the time the prototype gets the &amp;#8220;OK&amp;#8221;, with maybe a few small tweaks, has increased our team&amp;#8217;s efficiency. I&amp;#8217;ve been able to pass the prototype on to other developers, with very little training or question answering after the fact. I don&amp;#8217;t want to say that it enables &amp;#8220;cut and paste&amp;#8221; development, but there is definitely a lower learning curve for everyone.&lt;/p&gt;

	&lt;p&gt;Also, getting to see how realistic a design is in a browser, rather than Illustrator, is a huge benefit and helps us get out in front of possible issues much earlier in the development cycle. I shudder to think at how many pie-in-the-sky faux interfaces were approved in my department a few years ago, only to find that parts of them would take an inordinate amount of hours to pull off. On the flip side, having a realistic prototype that people can actually &amp;#8220;click on&amp;#8221; has given prototypes more of a &amp;#8220;wow&amp;#8221; factor than before&amp;#8212;an idea that challenges my former love for the static graphic prototype.&lt;/p&gt;</description>
      <link>http://www.boxesandarrows.com/view/prototyping-with#content_31153</link>
      <guid>http://www.boxesandarrows.com/view/prototyping-with#content_31153</guid>
      <pubDate>Tue, 25 Nov 2008 16:45:29 GMT</pubDate>
      <author>Keith Sherwood</author>
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