I work with some amazing designers and some amazing iphone hackers, and it still takes a team of four programmers a whole month to implement something that a designer comes up with in a week.
Maybe eventually the tools will improve, but iPhone and Android are not web enough to be so rapid.
When we talk about responsive design, it's usually to mean something about fluid width / device happiness. Going straight to prototyping with the actual application is just an extension of this mentality.
Here are a few reasons why:
- Clients will try the prototype in configurations/devices that you don't have and can't test without employing an army of testers.
- Clients see conflicts with their business logic and your understanding of their needs before the roots are too deep.
- You can actually write articulated unit tests, framework and data structure based on something you know inheritably works.
- No one gets left out of the process. Nothing can turn a project sour more than a member of your team that feels alienated and parachuted into a half-baked creation.
Of course, with any approach, you need boundaries and a defined scope. When your client understands specifically what scope is, and that you're watching for it, the results are predictable.
If you need a UX person to do wire frames before a designer does the visual design, you get a whole bunch of extra billable hours on a project. The funny part was that clients rarely got what they were looking at it when presented with wireframes. They constantly thought they were visual design mockups, so the feedback they gave on them was never particularly helpful.
Learning the correct amount, type, and depth of documentation that is fruitful is key.
In this case, prototyping seems obvious to do when you know how it should be, or a starting trajectory. When you don't, and/or there is management/design by committee, I'm sure there's other large problems besides IA documents.
Documentation exists in two forms:
- for those operationally familiar with a system.
- for those not familiar with a system.
I almost like having two sets of documentation, a high level quick-guide and a deep down exploration in the same document. Part of it is as much design as is necessary to explain things. Simple things don't need oodles of diagrams. You better believe complex things, once figured out benefit from them.
Documentation also exists to capture the intellectual capital of your organization. It may not be referenced or used, but as an organization matures past 5 years of being in it's current way of business, or grows larger than 10-15 people; true, impactful turnover becomes a real issue.
The design firm ended up being fired. They put two "UX" experts on our project and they billed an amazing number of hours. After a few weeks of trying to get a real visual prototype from them, they said we still needed to answer more questions for their documentation. They would only let a designer work on the project an hour or two a week, and even once they were satisfied, the art assets were almost impossible to wriggle out of them.