Lee Mac
Lee Mac
Aug 28, 2017 · 1 min read

Assuming a great UX designer is handy at producing high fidelity prototypes, the limiting factor is their ability to literally code the prototype. So, the level of control and [interactive] fidelity is of the utmost importance in a DT role.

The gap between a team’s current skill set and what they need to accomplish their goals must rest entirely in this realm of High Interactive Fidelity Prototypes, riffing on iterations, getting hands on quickly. The idea that the DT can lead the design process per code standards, etc is additionally helpful as well.

But the big callout I have around this is that it is still a very niche skill set. This niche gap can be covered with intermediate skills in front-end tech, multiple prototyping solutions (Axure, Invision, Framer), and tech feasibility discussions with the dev team.

So, basically, a DT can only be effective within a team built for a specific product, and with avante-garde processes in place.

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    Lee Mac

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    Lee Mac

    Naturalist philosopher of technology. I believe that knowledge should be free. I enjoy perusing the depths of consciousness.