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The Successful Software Manager

You're reading from   The Successful Software Manager The definitive guide to growing from developer to manager

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Product type Paperback
Published in Jun 2019
Publisher
ISBN-13 9781789615531
Length 442 pages
Edition 1st Edition
Concepts
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Author (1):
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Herman Fung Herman Fung
Author Profile Icon Herman Fung
Herman Fung
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Table of Contents (21) Chapters Close

Title Page
Copyright and Credits About Packt Contributors Preface 1. Why Do You Want to Become a Manager? FREE CHAPTER 2. What Are the Key Skills I Need? 3. What Is My Job Now? 4. A Week in the Life of a Manager 5. Managing Your Team 6. Asking the Right Questions to Your Users 7. Meetings 8. Design Techniques 9. Validating the Solution 10. Agile, Waterfall, and Everything in Between 11. Always Be Shipping 12. The Training Day 13. Organizational Management in the 21st Century 14. Developing Yourself as a Leader 15. Your Next Steps 1. Other Books You May Enjoy

Design technique 4 – mockups

An easy way to explain what a mockup is, in relation to wireframes and prototypes, is to plot these different design techniques on a fidelity-versus-time chart:

Figure 8.3: A fidelity-versus-time chart, illustrating the difference with sketches, wireframes, mockups, and prototypes

In time and in fidelity, a mockup is another step up from a wireframe, which begins to show how your UI is going to look and feel. A mockup is still a static, non-interactive product at this stage. Its real value is in illustrating to other developers, testers, and users the aesthetics of your software.

Much like storyboards and wireframes, this is all about bringing your intangible software to life, visually, and therefore helping your stakeholders to picture what the finished product will look like and provide feedback to change it, if required, without having to...

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