1. Trends and Concepts, Hasso Plattner Institute
Potsdam, February 15th , 2011
Wireframes and UI-Prototypes
An introduction with practical tips
Pidoco GmbH
Silvan T. Golega
2. Topic of today
Wireframes and UI-Prototypes Theory
Why should I do them
How do I make them
Wireframes and UI-Prototypes Practice
Demo of Pidoco Prototype Creator
3. About me
About me
Silvan T. Golega
Did my bachelor and
my master here at HPI
Founded Pidoco GmbH
We develop web projects
We build and sell web-based tools for prototyping
and usability testing*
*(We are looking for interns)
4. How would you go about developing a microblogging service?
Idea
5. How would you go about developing a microblogging service?
Development
Idea
6. How would you go about developing a microblogging service?
Development
Idea Product Specification
7. How would you go about developing a microblogging service?
Product Manager Developer
Client End User
Interaction Designer and many more…
Consultant Graphic Designer
8. How would you go about developing a microblogging service?
11. Product design
Strategy abstract idea, goals
Scope requirements, features
architecture, behavior, work
Structure flow, information structure
components, shapes, dialogues,
Skeleton human interaction
Surface concrete visual appearance
12. Product design
user needs, use cases
Strategy Idea, goals
site objectives
functional specification
Scope requirements, features
content requirements
architecture, behavior, work interaction design,
Structure flow, information structure information architecture
components, shapes, dialogues, information design,
Skeleton human interaction interface design,
navigation design
Surface visual appearance visual design
13. Product design
User Needs,
Strategy Site Objectives
Functional Specification
Scope Content Requirements
Interaction Design,
Structure Information Architecture
Information Design, Wireframes
Skeleton Interface Design,
Navigation Design
Surface Visual Design
14. Definition
Wireframes are:
A visual representation of an interface
used to communicate the structure, content,
information hierarchy, functionality, and behavior
of an interface
15. Definition
Wireframes are:
A visual representation of an interface
used to communicate the structure, content,
information hierarchy, functionality, and behavior
of an interface
16. Definition
Wireframes are:
A visual representation of an interface
used to communicate the structure, content,
information hierarchy, functionality, and behavior
of an interface
Prototypes are:
A simulation of some aspects of the final solution
used to develop, demonstrate and evaluate the
process, capability, performance or usability of the
solution
17. Definition
Wireframes are:
A visual representation of an interface
used to communicate the structure, content,
information hierarchy, functionality, and behavior
of an interface
UI-Prototypes are:
A simulation of some aspects of the final solution
used to develop, demonstrate and evaluate the
process, capability, performance or usability of the
solution
19. Types of UI-Prototypes
low fidelity wireframes vs. high fidelity designs
static sketches vs. dynamic prototypes
20. What is your purpose?
Ideation
Feedback
Specification
Usability Testing
21. What are your goals?
Define content
Test interaction
Create the big picture
Solve difficult problems
22. Focus when prototyping
Focus on content
Focus on interaction
Focus on the big picture
Focus on the difficult problems
23. Focus when prototyping
Focus on content
No graphics, no visual design, no branding
No fake text ('lorem ipsum'): be realistic
Focus on interaction
Focus on the big picture
Focus on the difficult problems
24. Focus when prototyping
Focus on content
No graphics, no visual design, no branding
No fake text ('lorem ipsum'): be realistic
Visual design produces other kind of feedback
„What happens when I click here?“ vs.
„I do not like this color.“
25. Focus when prototyping
Focus on content
No graphics, no visual design, no branding
No fake text ('lorem ipsum'): be realistic
Sketchy look lowers the feedback barrier
Visual signal to the tester:
„I may criticize, it is not yet finished.“
26. Focus when prototyping
Focus on content
Focus on interaction
Use storyboards, screen flows, interactive prototypes
Keep the context in mind: how do pages work together
Focus on the big picture
Focus on the difficult problems
27. Focus when prototyping
Focus on content
Focus on interaction
Focus on the big picture
Details come later
… or even later
Focus on the difficult problems
28. Focus when prototyping
Focus on content
Focus on interaction
Focus on the big picture
Focus on the difficult problems
Design controversial issues
Do not design the obvious
29. Tools
Lots of tools available
Paper, whiteboard, gui magnets
Technical drawing tools like Visio
Graphics programs like Photoshop
Specialized tools like pidoco°
Programming tools like Html frameworks or Flex
30. Tools
Choose tools that help you focus
Photoshop make it difficult to focus on content
Paper makes it difficult to focus on interaction
HTML makes it difficult to focus on the big picture
31. Tools
Choose the right tool for the right task
Paper if you need to be quick
Internet based tools if you want good feedback
Tools with dynamic features if you want to test interaction
Programming tools if you want to test new UI-Elements
Tools with good exports if you need a specification
32. Exceptions
Exceptions are the rule
When doing the first sketches only for yourself or
when inserting user generated content „lorem
ipsum“ can be just great.
33. Exceptions
Exceptions are the rule
When testing visitor conversion or for eye
tracking you might need a perfectly designed high
end prototype
34. Exceptions
Exceptions are the rule
When testing a new interaction element you
might need Html/Javascript
35. Exceptions
But: do not forget your focus
99% you do need content
99% you do not need visual design
99% you do not need javascript
36. Mobile
Designing for mobile
User interface concepts differ
no right click, no mouse over, etc.
Search for good device guidelines
each device is different
Test it on the real device as often as you can
an emulator just isn't the same
38. Here’s our contact information:
Getting in touch: Pidoco GmbH
Warschauer Straße 58a
D-10243 Berlin
Silvan.Golega@pidoco.com
@pidoco, @tec on Twitter www.pidoco.com
39. Collaborating with Pidoco helps ensure project success:
Increase User Experience
- better usability
- higher quality
=> Exceed expectations
Save Time Save Costs Minimize Risk
- quick prototyping - better specs - better communication
- easy collaboration - less rework - early concepts/requirements validation
=> Be on time => Be on budget => Be on target
40. Images taken from:
Under (CC BY 2.0) http://www.flickr.com/photos/jackdorsey/182613360/
Under GPL: http://de.wikipedia.org/w/index.php?title=Datei:Songbird_With_Addons.png