Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
6. What is rapid prototyping?
• User-centered design methodology
• For designing, communicating and evaluating
user interfaces
• Getting feedback as early as possible
• Fast
10. fail early, fail often
Agile design mantra:
"If you’re not failing now and again, it’s a sure sign
you’re not doing anything very innovative."
Woody Allen
11. 1. Fellow designers
2. Project team
3. Wider team
4. Users
5. Your mum
No designer is an island
12. Common techniques
• Paper prototyping
• Wireframes and page schematics
• HTML wireframes
• Interactive prototypes
21. Paper prototypes
Love:
• Quick & dirty
• No software needed
• Very inclusive
Hate:
• Not quick enough
• Too dirty (lack context & scale)
• Hard to share amongst team
• Still needs a separate documentation step
28. Wireframes
Love:
• Good for defining content
• Good for documenting screens
Hate:
• Bad at showing interactivity / flow
• Can’t really use them for testing
• Slow. Too much time spent describing.
38. HTML wireframes
Love:
• Can show interactivity / flow
• Good for simple interaction (links, buttons etc)
• Experienced in the browser (correct context & scale)
Hate:
• HTML, CSS (and JS) knowledge necessary
• Time wasted on hacking layout & advanced functionality
• Design only what you can build
• Can’t throw away, but should
44. Other interactive prototypes
Love:
• Good for testing moderately complex interactions
• Some support collecting feedback
• Some can generate specs
Hate:
• Difficult to get custom interactions working
• Can require expertise in proprietary languages
• Often not cross-platform (no love for Mac users)
• Often low-fidelity only
• Make me think like a developer, not a designer
48. So how do we describe what users do?
Visualise the experience...
• Show every step to complete a task
• Show every click
• Preview the experience - see and feel how
everything flows together
104. Screenflows
• Perfect fit for agile teams
• Very effective communication tool
• Easy to evaluate
• Ideal for explaining changes over time
• Easy to share. Experienced in the browser.
• Obvious focus & limits
• Significantly reduces documentation
• Support low to high fidelity
• No coding necessary
117. "Unless you can show me where you've
fleshed out the character and aspects of the
transitions at the same level of thought,
rational, exploration and fidelity as you have
the states - you're fired."
Bill Buxton
HCI pioneer
Currently Principal Researcher, Microsoft Research
118. Movement: the new affordance
• Use movement to orientate user and keep
them in flow
• Explain changes/transformations
• Use physical metaphors to describe the
action: zoom, slide, reveal
• Not just for fun: Research on the importance
of movement is just starting to come in
124. The timeline is your friend
• Efficient digital sketching tool
• Best way to manage changes over time
• Supports low to high fidelity
• Natural starting point for exploring
movement and transitions
125. Visualising the experience
makes you a better designer
• Puts you in the user’s shoes
• Keeps you focussed on user flow
• Best way to communicate your designs to
team and stakeholders
• Cuts documentation in half. Less time
describing = more time designing
126. Please feel free to flick me an email: grant@xero.com
Any questions?
Photo credits:
http://www.flickr.com/photos/editor/3370897686/
http://www.flickr.com/photos/fuyoh/748118128/
http://www.flickr.com/photos/celloc/3145987130/
http://www.flickr.com/photos/eraphernalia_vintage/3777808203/
http://www.flickr.com/photos/rcourtie/3500123702/
http://www.flickr.com/photos/rcourtie/3500124362/
http://www.flickr.com/photos/21218849@N03/3902295700/
http://www.flickr.com/photos/21218849@N03/3901459255/
http://www.flickr.com/photos/21218849@N03/3902296466/
http://www.flickr.com/photos/21218849@N03/3901509379/