Managing large prototypes is difficult. Most design prototyping tools out there today are not designed for creating large-scale app experiences, and few support proper version control.
Using Xcode allowed us to rely on Git for version control of the project. This meant that we could both work on the same project simultaneously or asynchronously with little coordination.
Having a prototype that’s actually a real app isn’t just useful for distribution. By using Xcode and Swift, you get a lot of other benefits with little coding required. You can easily add an app icon and startup screen. You can use default push and modal animations that perform just like the real thing, because they are the real things.
The other great thing about using Xcode was that we were able to build the prototype progressively over a number of months. This progressive approach could ultimately result in a prototype becoming a production app. In that case, the prototype would not be a throwaway artifact of the design process but an integral part of the development workflow.
I don’t think that product designers have to code, but they have to be willing to get stuck in and really understand the materials they use to design.
A good designer should know their materials intimately. By using the tools that engineers use when building apps, you can become more familiar with the constraints and opportunities available to you.
By using Xcode, I became closer than I ever was before to these materials and I think it has made me a better designer in the process.
by Kevin Grennan in Prototyping for Hosts: How a tool for engineers became integral to the design process
by Kevin Grennan
in Prototyping for Hosts: How a tool for engineers became integral to the design process