This last Wednesday, we hosted a webinar called Intro to Sketching Prototypes (http://www.youtube.com/watch?v=RMMn88sP2NQ). These are the slides from that presentation.
You can download the prototyping tool shown in the presentation here:
http://www.infragistics.com/products/indigo-studio
Webinar Description: Sketching prototypes? Yep, you heard that right—you'll have to watch to learn what it means! :) This webinar tangos with the theory behind effective prototyping, illustrates some of the tools at our disposal, and demonstrates how to effectively leverage a new software prototyping tool that tackles this practice head on--Indigo Studio. You'll come away more empowered to design software that exceeds expectations.
2. Ambrose is just this guy, ya know?
Designing and developing software since the late '90s at companies as small as one and as
large as Verizon, working on internal systems, Web sites, and commercial software products.
Principal Design Technologist at Infragistics
(Product Manager, Indigo Studio)
Tweet @ambroselittle, @indigodesigned
http://linkedin.com/in/ambroselittle
Blog: ambroselittle.com
#prototyping #ux #ixd #design
6. BillV says…
“‘Prototyping’ is externalizing and making concrete a design idea
for the purpose of evaluation.”
7. Self-Reflection
Expert Review
Team Critique
Client Review
User Feedback/Critique
“Evaluation” is a big word.
Observing Users
8. “Prototyping” is a big word, too.
But what’s at its core is that it’s not the final product. It’s on the opposite end
of the lifecycle. One might say then that, ideally, a prototype is “sketchy”…
9. BillB says…
Sketching in the broad sense, as an activity, is not just a byproduct of
design. It is central to design thinking and learning.
Sketching is:
Quick. Timely. Inexpensive. Disposable. Plentiful.
A sketch suggests and explores more than confirms.
A sketch has minimal detail: “Going beyond ‘good enough’ is a negative.”
Sketching is a process of dialog, of learning.
10. BillB also says…
“Sketches are not Prototypes!”
But he goes on to say this is because: “Much of this has to do with the
related attributes of cost, timeliness, quantity, and disposability. Essentially,
the investment in a prototype is larger than in a sketch, hence there are
fewer of them, they are less disposable, and they take longer to build.”
12. Emphatically, Yes!
Yuhuh!
The value of ‘sketching’ lies in its disposability, in the ability to efficiently
explore many ideas with low cost.
Sketching prototypes is about just this—using tools that make it efficient to
create many, quick, timely, disposable “sketches” of your design ideas so
that you can get them out of your head and evaluate them.
15. Some Reasons for Software Prototyping
Suggest/explore a user experience flow.
Sketching Prototypes
Suggest/explore particular interfaces on their own.
Suggest/explore transitions & animations.
Communicate a particular design for implementation.
Full on application simulation.
Evaluate the feasibility of a design.
17. Suggest/Explore a User Experience Flow
Writing – just narrate a story/scenario. (Leave out UI details.)
Storyboarding – narrate with words and pictures.
http://uxmag.com/articles/storyboarding-in-the-software-design-process
Sketching Interaction Flow – design UI step-by-step for a particular flow.
19. Suggest/Explore Particular Interfaces
Pen & Paper/Whiteboard – literally sketch in the traditional sense.
Wireframing – lay out static, low-fi UIs with a software tool.
Multiple Flows – design branches of different flows on same UI.
21. Suggest/Explore Transitions/Animations
Interactive Prototyping Tool – design animations with timelines, etc.
Animation Frameworks – code a prototype with an animation framework.
22. Communicate for Implementation
Basically any artifact you create can be used to communicate design
intent, so a sketchy prototype could be used for this purpose.
The drawback is it is probably lacking in a lot of details, so you will have
to fill those in somehow: annotations, further fleshing out the prototype,
ad hoc answering questions, etc.
These activities quickly leave the sketching aspect behind, so reserve
filling in details for after the sketching phase when you’ve generated,
synthesized, and iterated on your sketches.
23. 3. Keep It Throwawayly!
Sketching your prototype will utterly fail if you don’t stay focused.
- Prefer single path prototypes early on.
- Omit irrelevant details (styling, perfect animations, pixel perfection, exact copy)
- Fake it! Use images, icons, layers, shapes, groups—whatever is good enough to
explore and evaluate the idea.
- This is not for production! Never start with the idea it will turn into productional
code. Bad!
25. 5. Evaluate with REAL USERS.
You don’t have to evaluate every single concept, but you should at least
evaluate one if not two prototypes that seem promising.
They don’t have to be fully functional, and probably shouldn’t be!
If not real users, then a user-like substance—someone who resembles
them that is not on the team and is not the client/stakeholder.
26. Keys to Effectively Sketching Prototypes
1. Know the purpose of your prototype—and don’t get distracted.
2. Select the right tool/method for your purpose.
3. Keep it throwawayly! Do the bare minimum.
4. Don’t stop with one concept—be fruitful and multiply.
5. Evaluate with real users.
From page 4, Effective Prototyping for Software Makers.
You need to have some idea what you want to accomplish with your prototype
Show xactions left-side, repeater alt.
Things to keep in mind: some participants will go crazy trying to click on everything. Important that you give them a specific goal—the one you were designing for, and then make sure they understand that it’s not fully functional. If something doesn’t work, they can assume it’s just not prototyped. Tell them to verbalize, but you should keep an eye on what they’re doing as well and make notes. Usually best to have one note taker and one person who facilitates to keep things on track.