Prototyping: A Practitioner's Guide reads like a book that was written by someone when asked by a friend to write a book, initially didn't want to, then was coaxed into it by ultimately deciding it would be good for their career, and then upon writing it discovered they didn't have enough content, so filled the rest of it with tutorials that wouldn't stand the test of time. Also, few attempts were made to ensure it would age well even 10 years down the road. And worst of all, what a glib book jacket.
Ouch! That's a harsh review, but let me temper it by saying that the good parts are good. The chapter on paper prototyping is downright delightful in my opinion. The opening chapters on the conceptual grounding of prototyping are strong, but are unfortunately dated. Most of the book is dated. For instance, sections on how to go about convincing your manager that prototyping is essential, or mix-ups with the development team, seem no longer as relevant. The tutorials section which composes a large portion of the book, are practically useless. The final section brings it back though, with some great practical information on how to conduct tests and interviews.
All the while reading this book, I doubted everything I was learning. Is this how it's done now or is this how it was done in 2009? The thought of a UX designer favoring PowerPoint over a programming environment is difficult to imagine these days. The book is a time capsule for a period where UX was just starting to get its footing and graphic designers were beginning to learn that programming was an essential skill.