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Blame it on wireframes
Blame it on wireframes
Blame it on wireframes
Blame it on wireframes
We need a tool that...
We need a tool that...
We need a tool that...
We need a tool that...
Introducing sketchboards
Sketching
fundamentals
8:30 - 10:00
Ideation
               through
               sketching




Sketching
fundamentals
8:30 - 10:00
Ideation
               through
               sketching   Big picture
                           thinking
                           (structure)




Sketching
fundamentals
8:30 - 10:00
Ideation
               through
               sketching       Big picture
                               thinking
                               (structure)




                           Collaborative
Sketching                  critique
fundamentals               3:35 - 5:30
8:30 - 10:00

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UI15 - Leah Buley Good Design Faster

Hinweis der Redaktion

  1. I blame it on wireframes. Wireframes are probably the most widely recognized and used design deliverable in user interface work, but they have some serious shortcomings. They’re detailed, and they take time to produce, which means they’re good for documenting, but not exploring.
  2. I blame it on wireframes. Wireframes are probably the most widely recognized and used design deliverable in user interface work, but they have some serious shortcomings. They’re detailed, and they take time to produce, which means they’re good for documenting, but not exploring.
  3. They’re great for detailing one screen at one moment in time. They don’t illuminate many possible directions, or help you weight the benefits among multiple options.
  4. And they’re the wrong scope. Good user experiences flow seamlessly, and require the designer to think about how one interesting moment turns into another. Wireframes just show you a page at a time, putting all the burden on your imagination to envision how the overall experience will flow together.
  5. If wireframes make it hard to do good design faster, what’s the solution? We need a tool that: Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on) Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind) Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  6. If wireframes make it hard to do good design faster, what’s the solution? We need a tool that: Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on) Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind) Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  7. If wireframes make it hard to do good design faster, what’s the solution? We need a tool that: Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on) Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind) Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  8. If wireframes make it hard to do good design faster, what’s the solution? We need a tool that: Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on) Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind) Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  9. The tool we’re going to be learning about today does all those things. It’s a lightweight, intuitive process that we call “sketchboards.” Sketchboards use analog tools like kraft paper, markers, and sticky notes to help designers do good design faster—and to allow the entire product team to be a part of the design process.
  10. Here’s how we’ll be spending our time today: 8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper) 10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas) 1:45-3:15 Big picture thinking (e.g., how to structure sketchboards) 3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  11. Here’s how we’ll be spending our time today: 8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper) 10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas) 1:45-3:15 Big picture thinking (e.g., how to structure sketchboards) 3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  12. Here’s how we’ll be spending our time today: 8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper) 10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas) 1:45-3:15 Big picture thinking (e.g., how to structure sketchboards) 3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  13. Here’s how we’ll be spending our time today: 8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper) 10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas) 1:45-3:15 Big picture thinking (e.g., how to structure sketchboards) 3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)