Wireframing and prototyping1 Agenda Homework Storyboarding Wireframing Prototyping Heuristics Activity 2 3 ● A sequence of drawings, typically with some directions and dialogue, representing the user’s actions and emotions ● In your storyboarding make sure that you account for affordances in both digital and physical interactions in the product ● You can start thinking about how to make your product accessible as early as the research phase, and the storyboard is another great opportunity to visualize (accessibility) measures ● https://olgashavrina.com/en/storyboard Storyboarding 4 Use storyboards to visualize a flow or solution within your problem space. ● Define context (environment), main character (persona), product, interaction with the product and happy ending. ● Before drawing - prepare a diagram with notes. ● Project: Čekárna nebo váš projekt Activity 5 Prototype Sketch 8 ● 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 (like a blueprint) ● The simple wireframe is a kind of low fidelity design, it consists lines, boxes, and grayscale colors. ● To communicate Info structure/ layout/ content/ functionality ● Watch: https://www.youtube.com/watch?time_continue=124&v=8- vTd7GRk-w&feature=emb_logo Wireframe https://www.mockplus.com/blog/post/what-is-a-wireframe-what-is-a-prototype 9 ● Step-up from a wireframe ● Higher fidelity ● It incorporates seemingly realistic looking components. ● To discuss further with stakeholders ● Watch: https://www.youtube.com/watch?time_continue=124&v=8- vTd7GRk-w&feature=emb_logo Mockup https://www.mockplus.com/blog/post/what-is-a-wireframe-what-is-a-prototype 10 ● a draft version of a product that allows you to explore your ideas and show intention behind a feature or the overall design concept to users before investing time and money into development ● can be a simple series of paper sketches that details the product function and solves for a use case ● great for validating product early. Ready to be tested with users ● Validated prototypes are ready to be developed Prototype 11 Used when ● high level ideas ● key features of screen or widget ● general concept of a design ● show examples Low fidelity https://marvelapp.com/75ihb1f/screen/58499278 15 Used when ● a full story that incorporates visual design elements ● conceptually complete design High fidelity 16 https://uxplanet.org/actionable-ux-advice-with-hamed-yahyaei-88d5e971f923 17 InVision Sketch Marvel Balsamiq Figma Proto.io Moqups Draw.io Lucidchart Google Slides Keynote PowerPoint Flinto Prototyping tools Most of these have free trials More UX Methods: https://kisk.phil.muni.cz/100metod/navrhovani Example: https://marvelapp.com/prototype/b19dc99/screen/88563108 19 ● To create a dialogue that helps designers focus and reach consensus ● To provide educated guidance and recommendations to move designs forward ● To help designers grow and improve by learning from one another Critique 1. Don’t take feedback personally, it’s about the design. 2. Don’t feel like you have to pursue all of the feedback that you receive. 3. If you don’t know the answer to a question, it’s okay. Take a note to research and follow up. 4. Get feedback from a wide variety of people, not just designers on your team. 20 NIELSEN’S USABILITY HEURISTICS ● Jakob Nielsen's 10 general principles for interaction design ● They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines NIELSEN’S 10 USABILITY PRINCIPLES Visibility of System Status Keep users oriented and clear about where they are in the system or where they are up to in a process. “I know what’s going on.” 1 21 22 Match between the system and the real world Follow real-world conventions, making information appear in a natural and logical order. “I know what you’re talking about.” NIELSEN’S 10 USABILITY PRINCIPLES 2 23 User Control and Freedom Users should be free to select and sequence tasks (when appropriate), rather than having the system do this for them. “Oops, let me out of here.” NIELSEN’S 10 USABILITY PRINCIPLES 3 24 25 Consistency and Standards Follow platform conventions. Principle of least surprise. “Seems familiar, makes sense.” NIELSEN’S 10 USABILITY PRINCIPLES 4 26 27 Help Users Recognize, Diagnose, and Recover from Errors Error messages in plain language. Give users understanding of how they will solve the problem in plain language. “I know what went wrong, I can fix it.” NIELSEN’S 10 USABILITY PRINCIPLES 5 28 29 Error Prevention Even better than good error messages is a careful design that prevents a problem from occurring in the first place. “Glad I didn’t do that.” NIELSEN’S 10 USABILITY PRINCIPLES 6 30 31 Recognition Rather than Recall Make objects, actions, and options visible. “I know what I need to do here.” NIELSEN’S 10 USABILITY PRINCIPLES 7 32 33 Flexibility and efficiency of use Cater the system to the inexperienced and expert user. Encourage exploration. Offer accelerators. “Allow me to do more of less.” NIELSEN’S 10 USABILITY PRINCIPLES 8 34 35 Aesthetic and Minimalist Design Dialogues should not contain information that is irrelevant or rarely needed. Simplicity. “Looks good, works beautifully.” NIELSEN’S 10 USABILITY PRINCIPLES 9 36 37 Help and Documentation Integrate help with the system. “How do I…?” “Okay, I need help.” NIELSEN’S 10 USABILITY PRINCIPLES 10 38 39