Consider the evolution of UI technology for a moment. Back in the early days of unix/x-windows, UI development was a grind. It wasn't easy to relocate controls and re-organize interactions. Because of that, we were forced to first spend some time with a napkin and a sharpie, and run that napkin around to get feedback, etc. The "UX" cycle was born.
Then came along things like Visual Basic/C++ and WYSIWIG development. The UI design was literally the application. Drag a button here. Double click. Add some logic. Presto, instant prototype... and application. You could immediately get feedback on the look and feel, etc. It was easy to relocate, reorganize things and react to user feedback. What happened to the "UX" cycle? It collapsed into the development cycle. The discipline wasn't lost, it was just done differently, using the same tools/framework used for development.
In such a world, again -- you wanted to make sure you got it right, because adjustments were costly. Fortunately, in the meantime the UX discipline and their tools had advanced. It wasn't just about information display, it was about optimizing the interactions. The tools were able to not only play with look, but they could focus on and mock out feel. We could do a full UX design cycle before any code was written. Way cool. Once blessed, the design is/was handed off to the development team, and implementation began.
The Life(Cycles) of UX/UI Development
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Published at DZone with permission of Brian O' Neill, DZone MVB. See the original article here.
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