How Prototyping Can Help You to Get Buy-In
Explains how building a simple prototype can be more effective than proposals for gaining stakeholder buy-in on tech projects.
Explains how building a simple prototype can be more effective than proposals for gaining stakeholder buy-in on tech projects.
A comprehensive list of online coding playgrounds and prototyping tools for developers, including Repl.it, CodePen, and CodeSandbox.
A data scientist shares three essential pre-project tasks—the one-pager, time-box, and breakdown—to avoid common pitfalls and ensure project success.
A data scientist analyzes why a simple 'wish list notification' feature won a major hackathon over more complex, high-tech ideas.
A developer's guide to avoiding premature abstraction by prototyping, shipping, and then refining code for better results.
A guide to building a DIY UV exposure box for creating printed circuit boards (PCBs) using an Arduino, a rotary encoder, and an old scanner.
A guide on using the faker.js library to generate mock data for prototyping and testing Node.js and JavaScript applications.
A developer explains the benefits of prototyping a web app UI with static HTML and a templating engine for rapid iteration.
A screencast showing the rapid development of Gistlog.co from idea to live prototype in under two hours using Laravel.
Introducing Playgrounds for Objective-C, enabling real-time code testing and rapid prototyping similar to Swift's feature.
Tips for effective application prototyping, focusing on simplicity, iteration, user feedback, and using familiar tools to validate ideas quickly.
A developer's early morning start on Ludum Dare 29, detailing initial coding progress and challenges with a game prototype.
A review of the 2013 'beyond tellerrand' conference, highlighting talks on web sustainability, design, and development.
Argues against relying solely on web analytics for browser support decisions, advocating for future-friendly development with progressive enhancement.
A developer's postmortem analysis of creating the game 'Sat-E' for the Ludum Dare 48-hour game jam, covering lessons learned and feedback.
A developer shares lessons learned from creating seven experimental games, focusing on iteration, execution, and goal-setting.
A summary of the second Tokyo Hackerspace meeting, covering updates, attendee interests, and a custom prototyping board project.