Class #2 December 17 PV 267 - UX workshop Tereza Novotna 1 2 Recap of heuristic principles 16 The power of sketching Everybody should draw as much as possible Visual note-taking sticks to your mind Many designers rely solely on digital tools as they lack confidence and time in their drawing abilities There is always a good reason to draw Source: https://www.nngroup.com/articles/definition-user-experience/ “I cannot draw” 17 Source: https://uxdesign.cc/there-is-always-a-good-reason-to-draw-why-sketching-benefits-your-design-practice-fd0c7e43c2c8 Sketched instructions remove the need for words. Making this easy to understand, no matter your native language. Everybody can draw. 18 Source: http://www.t-sciences.com/news/humans-process-visual-data-bette https://alistapart.com/article/sketching-the-visual-thinking-power-tool/ rhttps://www.instagram.com/evalottchen/ Unless you wish to be an artist, your drawings do not need to be beautiful: they need to be able to convey your point. ▸ Visual information is processed 60,000 faster than text by the brain ▸ Sketching is functional - it is about generating ideas, solving problems, and communicating ideas more effectively with others. ▸ Ugly gets the job done just fine! ▸ Great tool for rapid idea generation - pen and paper works just fine ▸ Freedom to explore alternatives ▸ Sketches are unfinished and loose - they invite commentary and discussion ▸ This takes little time and can be quickly thrown away Anybody - absolutely anybody - can sketch a great idea. 19 Source: https://www.fastcompany.com/3057076/google-ventures-on-how-sketching-can-unlock-big-ideas https://www.evalotta.net/blog/2019/4/7/my-sketchnotes-from-pixelup-conference-in-cape-town r Imagine you’ve got a great idea. You’ve been thinking about it for weeks. You go to work, describe the idea to your teammates, and . . . they just stare at you. Maybe you aren’t explaining it well. Maybe the timing isn’t right. For whatever reason, they just can’t picture it. Totally frustrating, right? It’s about to get worse. ▸ Sketching is the fastest and easiest way to transform abstract ideas into concrete solutions ▸ Once the idea become concrete, it can be critically and fairly evaluated by the rest of your team 20 Wireframing and prototyping Wireframe 21 Source: https://www.mockplus.com/blog/post/what-is-a-wireframe-what-is-a-prototype ● A wireframe is a graphical skeleton of a website, that guides the content and concepts of the pages, and helps designers and clients to discuss the details of the website building ● The simple wireframe is a kind of low fidelity design, it consists lines, boxes, and grayscale colors. Watch: https://www.youtube.com/watch?time_continue=124&v=8-vTd7GRk-w&feature=em b_logo Low fidelity vs High fidelity 22 Used when ● high level ideas ● key features of screen or widget ● general concept of a design ● show examples Used when ● a full story that incorporates visual design elements ● conceptually complete design https://marvelapp.com/75ihb1f/screen/58499278 https://uxplanet.org/actionable-ux-advice-with-hamed-yahyaei-88d5e971f923 Paper prototypes 26 Source: https://www.mockplus.com/blog/post/what-is-a-wireframe-what-is-a-prototype ▸ Communicate your ideas quickly using materials that are versatile and cheap. ▸ Can help you gather feedback about an idea in many ways, so first, plan on what you want to achieve with your prototype ▸ Don’t be afraid to try something and throw it away. You just learned something valuable by finding out what won’t work. Prototyping tools 27 ▸ InVision ▸ Sketch ▸ Marvel ▸ Balsamiq ▸ Figma ▸ Google Slides ▸ Keynote ▸ Slides ▸ Adobe XD Example of prototypes 28 ▸ Prototyping helps with identifying and formulating the design and saves time ▸ Draft design precedes the development ▸ It is a process to significantly reduce the time to develop a site ▸ It gives the customer a complete idea of how the site will look like in the final result ▸ A prototype can be user tested as well ▸ Risk reduction, iterating at a lower cost ▸ Provides feedback on how the final product will look like Source: https://uxdesign.cc/importance-of-prototyping-in-designing-7287c7035a0d Let’s look at some prototypes Thinking outside of the box 29 ▸ Even silly or impractical ideas can evolve into their best work ▸ Think differently, unconventionally, from a new perspective ▸ Creative thinking Let’s review what you did last time for the messaging app 30 https://app.mural.co/t/imperative3workshops1726/m/imperative3worksh ops1726/1607359508206/dca36c4d102f9df0efab991f7a11ad2d96e4d64 b 31 EXERCISE in Mural Crazy 8’s = fast sketching exercise that challenges people to sketch eight distinct ideas in eight minutes. The goal is to push people beyond their first idea, by suppressing self-judgement and making their ideas tangible. “You’ll need to come up with the most ridiculous, silly, stupid solution to make the user problem even graver than before. Generate the worse possible ideas you can think of and stop at nothing.” 8’On your own 5’In a group Identify the best 3 ideas Share your crazy 8’s 32 Micro interactions 33 Source: https://www.nngroup.com/articles/microinteractions/ ▸ Many of our everyday interactions with computer systems fall under the large umbrella of microinteractions ▸ One of the greatest joys of using technology comes through user empowerment and engagement Examples 34 Source: https://www.nngroup.com/articles/microinteractions/ ▸ Many of our everyday interactions with computer systems fall under the large umbrella of microinteractions ▸ One of the greatest joys of using technology comes through user empowerment and engagement 35 EXERCISE Select one idea that you developed in the crazy 8’s Create sketches or even high fidelity options, possibilities of that interaction. Tools: Use paper and pen, take your time to think it through just with paper. If you feel you are well advanced, you can try black and white wireframe in Figma - here is a nice library. https://www.figma.com/file/xJji55T4uUp7YF05uuAg0p/Wireframing -(Copy)?node-id=0%3A1 Goal: You should end up with wireframes simulating the interaction step by step. This should get you thinking about the details. Introduction to Figma 36 ▸ We are using Figma as the main prototyping tool. Personally, I work in Sketch - but that runs only on Mac and the free trial is limited as it expires early on. Figma runs free and in the past years is becoming very popular especially for its ease of use and functionality. ▸ If you are not familiar with this tool, here are few tutorials to help you get started: ・ https://www.youtube.com/watch?v=jk1T0CdLxwU&feature=emb_logo&a b_channel=JesseShowalter ・ https://www.youtube.com/watch?v=tdy1bo5eAgA&feature=emb_logo&a b_channel=AJ%26Smart ・ https://www.youtube.com/watch?v=cCNLD5IZY34&feature=emb_logo& ab_channel=CharliMarieTV Homework for Jan 7 37 ▸ Bring your sketched interactions to live in high fidelity via Figma ▸ Share several options of interactions that you considered (mark it in your prototype too) ▸ Make sure you have well defined use case with what the end user is trying to do ▸ Get familiar with Figma (links are in our class presentation) ▸ Find the right design kit for your messaging app you are considering (simple google search for Messenger/Whatsapp/iMessage & Figma gives you design kits to experiment with) ▸ An example: Messenger UI kit https://www.figma.com/file/URGG5e2GSZXXfIHnYgulGk/SWD-(M essenger-UI-Kit)-(Community)?node-id=25445%3A4872 ▸ Bring your work to the next class (upload it to homework assignment) I wish you happy holidays 38