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Intro to Sketching Prototypes
By Ambrose Little
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
Prototypes, What Are They?
What’s your definition?
  Functional/Interactive?
  Full App Simulation?




                            (from dictionary.com)
The Two Bills




       Bill Verplank   Bill Buxton
BillV says…


     “‘Prototyping’ is externalizing and making concrete a design idea
     for the purpose of evaluation.”
Self-Reflection
                                     Expert Review
                     Team Critique
                                                          Client Review


                                         User Feedback/Critique

“Evaluation” is a big word.
                                          Observing Users
“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”…
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.
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.”
So… can you sketch prototypes?
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.
How to Effectively Sketch Prototypes
1. What are you trying to learn?
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.
2. Select the Right Tool for the Purpose
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.
Challenges
with
Wireframes
for Flow
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.
Static
Wireframes
Require
More Notes
and Are
Hard to
Evaluate
Suggest/Explore Transitions/Animations
     Interactive Prototyping Tool – design animations with timelines, etc.

     Animation Frameworks – code a prototype with an animation framework.
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.
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!
4. Don’t Stop with Your First Concept
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.
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.
Sources Quoted
Enjoy! Version 1 is Free Forever.




          bit.ly/indigostudio | bit.ly/indigostudio-blog
                        @indigodesigned

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Intro to Sketching Prototypes

  • 1. Intro to Sketching Prototypes By Ambrose Little
  • 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
  • 4. What’s your definition? Functional/Interactive? Full App Simulation? (from dictionary.com)
  • 5. The Two Bills Bill Verplank Bill Buxton
  • 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.”
  • 11. So… can you sketch prototypes?
  • 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.
  • 13. How to Effectively Sketch Prototypes
  • 14. 1. What are you trying to learn?
  • 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.
  • 16. 2. Select the Right Tool for the Purpose
  • 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!
  • 24. 4. Don’t Stop with Your First Concept
  • 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.
  • 28. Enjoy! Version 1 is Free Forever. bit.ly/indigostudio | bit.ly/indigostudio-blog @indigodesigned

Notes de l'éditeur

  1. http://www.billverplank.com/professional.htmlhttp://www.billbuxton.com/
  2. From page 4, Effective Prototyping for Software Makers.
  3. You need to have some idea what you want to accomplish with your prototype
  4. Show xactions left-side, repeater alt.
  5. 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.