What is rapid prototyping? •Usercentered design methodology • For designing, communicating and evaluating user interfaces •Getting feedback as early as possible Common techniques • Paper prototyping •Wireframes and page schematics •HTML wireframes •Interactive prototypes So how do we describe what users do? Visualise the experience... • Show every step to complete a task • Show every click • Preview the experience see and feel how everything flows together The timeline is your friend • Efficient digital sketching tool • Best way to manage changes over time • Supports low to high fidelity • Natural starting point for exploring movement and transitions
Trang 3Rapid prototyping
Trang 4Is this rapid prototyping?
Trang 5Nope!
Trang 6What is rapid prototyping?
• User-centered design methodology
• For designing, communicating and evaluating
user interfaces
• Getting feedback as early as possible
• Fast
Trang 7Prototyping life-cycle
Trang 8The more cycles the better
Trang 9release early, release often
Agile development mantra:
Trang 10fail early, fail often
Agile design mantra:
"If you’re not failing now and again, it’s a sure sign you’re not doing anything very innovative."
Woody Allen
Trang 13Paper prototypes
Trang 21• Not quick enough
• Too dirty (lack context & scale)
• Hard to share amongst team
• Still needs a separate documentation step
Trang 22Wireframes & page schematics
Trang 27http://gapingvoid.com/2007/05/15/random-thought/
Trang 28Love:
• Good for defining content
• Good for documenting screens
Hate:
• Bad at showing interactivity / flow
• Can’t really use them for testing
• Slow Too much time spent describing
Trang 29HTML wireframes
Trang 36• Better success rate
• Much faster
• Less confusion
Trang 38HTML wireframes
Love:
• Can show interactivity / flow
• Good for simple interaction (links, buttons etc)
• Experienced in the browser (correct context & scale)
Hate:
• HTML, CSS (and JS) knowledge necessary
• Time wasted on hacking layout & advanced functionality
• Design only what you can build
• Can’t throw away, but should
Trang 39Other interactive prototypes
Trang 40Axure (www.axure.com)
Trang 41Axure (www.axure.com)
Trang 42SketchFlow (www.microsoft.com/expression)
Trang 44Other interactive prototypes
Love:
• Good for testing moderately complex interactions
• Some support collecting feedback
• Some can generate specs
Hate:
• Difficult to get custom interactions working
• Can require expertise in proprietary languages
• Often not cross-platform (no love for Mac users)
• Often low-fidelity only
• Make me think like a developer, not a designer
Trang 45Choosing a prototype technique
What a dilemma!
Trang 46Visualising the UX
Trang 47http://gapingvoid.com/2007/05/15/random-thought/
Trang 48So how do we describe what users do?
Visualise the experience
• Show every step to complete a task
• Show every click
• Preview the experience - see and feel how
everything flows together
Trang 62It’s like stop motion
Trang 63From low to high fidelity
Trang 86• 32 iterations
• 5 released
Trang 87Using Flash as a design tool
{eh, what?}
Trang 88Flash: Not just a development tool
Trang 89Flash: Not just for video
Trang 90Flash: History in drawing & animation
Trang 91FutureSplash Animator
Trang 93Anatomy of a screenflow
Trang 104• Perfect fit for agile teams
• Very effective communication tool
• Easy to evaluate
• Ideal for explaining changes over time
• Easy to share Experienced in the browser
• Obvious focus & limits
• Significantly reduces documentation
• Support low to high fidelity
• No coding necessary
Trang 105Getting serious about
Trang 106How did this
Trang 107become this?
Trang 110How did this
Trang 111become this?
Trang 112How did this
Trang 113become this?
Trang 117"Unless you can show me where you've
fleshed out the character and aspects of the
transitions at the same level of thought,
rational, exploration and fidelity as you have
the states - you're fired."
Bill Buxton
HCI pioneer
Currently Principal Researcher, Microsoft Research
Trang 118Movement: the new affordance
• Use movement to orientate user and keep them in flow
• Explain changes/transformations
• Use physical metaphors to describe the action: zoom, slide, reveal
• Not just for fun: Research on the importance
of movement is just starting to come in
Trang 119Yahoo Design Pattern Library
http://developer.yahoo.com/ypatterns/richinteraction/transition/
Trang 120Yahoo Design Pattern Library
http://developer.yahoo.com/ypatterns/richinteraction/transition/
Trang 122Transitions decreased task completion times
Reduced error rates for reading tasks
0.3 seconds - optimal transition speed
Trang 123Some takeaways
Trang 124The timeline is your friend
• Efficient digital sketching tool
• Best way to manage changes over time
• Supports low to high fidelity
• Natural starting point for exploring movement and transitions
Trang 125Visualising the experience makes you a better designer
• Puts you in the user’s shoes
• Keeps you focussed on user flow
• Best way to communicate your designs to team and stakeholders
• Cuts documentation in half Less time describing = more time designing
Trang 126Please feel free to flick me an email: grant@xero.com