Information Design: Semiotics and the Use of Metaphors
Paper Prototyping and Wireframes
1. welcome to
USER INTERACTION DESIGN
PAPER PROTOTYPING & WIREFRAMES
Lecturer
Itamar Medeiros (Brazil)
BA in Industrial Design;
PgDip in Information Design; 1 /66
USER INTERACTION DESIGN
Expertise
Multimedia/Web Design,
Photography, Information Design
and Human-Computer Interaction.
2. LESSON 06:
PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
learning outcome
Students will understand principles of
creating sensible, comprehensible,
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memorable, and convenient
USER INTERACTION DESIGN
organization of the content and the
tasks to be performed on their
interactive product.
3. LESSON 06:
PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
content
Students will learn the concept of
Paper Prototyping and what are the
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most commonly used techniques for
USER INTERACTION DESIGN
developing user interface prototypes.
4. PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
One difficulty in designing interactive
systems is that clients and users may
not have a clear idea of what the
system will look like when it is done. 4 /66
USER INTERACTION DESIGN
Since interactive systems are novel in
many situations, users may not realize
the implications of design decisions.
5. PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
Unfortunately, it is difficult, costly, and
time-consuming to make major
changes to systems once those
systems have been implemented. 5 /66
USER INTERACTION DESIGN
6. PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
Even though this problem has not
complete solution, some of the more
serious difficulties can be avoided if,
at an early stage, the customers and 6 /66
users can be given a realistic
USER INTERACTION DESIGN
impression of what the final system
will look like.
Such realistic impressions may be
rendered by the use of prototypes*.
7. PAPER PROTOTYPING & WIREFRAMES
prototypes | 原型
PAPER PROTOTYPING & WIREFRAMES
One of the first units manufactured of a
product, which is tested so that the
design can be changed if necessary
before the product is manufactured 7 /66
commercially
USER INTERACTION DESIGN
一项生产商品的雏形,需要进行测
试以对设计进行适当的调整。随
后才将此产品投入商业生产
8. PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
Interaction Designers have soon realized
that more important than allowing us to
pre-visualize how the final system will
look like, such prototypes must also 8 /66
help us to review or test the
USER INTERACTION DESIGN
information/interaction flow of it.
9.
10.
11.
12. PAPER PROTOTYPING & WIREFRAMES
PAPER PROTOTYPING & WIREFRAMES
One of the most celebrated techniques to
create such paper prototypes – devised
by information architects – it’s to create
information architecture diagrams
called Wireframes*. 12/66
USER INTERACTION DESIGN
13. PAPER PROTOTYPING & WIREFRAMES
wireframes | 线框
PAPER PROTOTYPING & WIREFRAMES
Wireframes are a basic grid system* used
to suggest the layout and placement of
fundamental design elements* in the
interface design.
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基础的格子系统,用于在界面设计
USER INTERACTION DESIGN
中将基础的设计元素进行排版或
放置
14. PAPER PROTOTYPING & WIREFRAMES
grid system | 格子系统
PAPER PROTOTYPING & WIREFRAMES
The structural foundation that
establishes alignment and hierarchy of
the design elements on a layout.
在版面上创建设计元素位置及层次 14/66
USER INTERACTION DESIGN
的结构基础。
15. PAPER PROTOTYPING & WIREFRAMES
design elements | 设计元素
PAPER PROTOTYPING & WIREFRAMES
The elements which a designer can use
in a layout -- such as text, images,
symbols, colors, textures -- to compose
a visual message.
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这些元素指的是在排版中设计师可
USER INTERACTION DESIGN
以使用的元素,如:文字,图
片,记号,颜色,纹理等等,这
些元素可以构成视觉信息。
16. WIREFRAMES
grid systems for interaction
PAPER PROTOTYPING & WIREFRAMES
Because the only suggest the layout of the
system, they must be completed before
any artwork is developed.
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USER INTERACTION DESIGN
17. WIREFRAMES
grid systems for interaction
PAPER PROTOTYPING & WIREFRAMES
Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the 17/66
navigation of an interactive system.
USER INTERACTION DESIGN
18. WIREFRAMES
grid systems & visual organization
PAPER PROTOTYPING & WIREFRAMES
When completed correctly they will
provide a visual reference upon
which to structure each part of an
interactive system.
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They also allow for the development of
USER INTERACTION DESIGN
variations of a layout to maintain
design consistency* throughout the
system.
19. WIREFRAMES
consistency | 一致性
PAPER PROTOTYPING & WIREFRAMES
The conscious effort the designer makes to
create a coherent system that ties all
the design elements of a layout.
视觉一致性质的是设计师通过其努 19/66
力将版面中所有的设计元素组成
USER INTERACTION DESIGN
一个整体的系统。
20. WIREFRAMES
consistency | 一致性
PAPER PROTOTYPING & WIREFRAMES
The consistent appearance, placement,
and meaning of important design
elements helps users know what to
expect from the interface, and make it
easier for them to interpret and 20/66
respond to new interaction situations
USER INTERACTION DESIGN
as they arise.
一致的外表,排列,重要设计元素的意
义可以帮助了解在这些界面中可以获
取什么。并使得用户在遇到新的交互
式情况时可以更好的理解并做出反
应。
21. WIREFRAMES
grid systems for interaction
PAPER PROTOTYPING & WIREFRAMES
Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the 21/66
navigation of an interactive system.
USER INTERACTION DESIGN
22.
23.
24. VISUAL ORGANIZATION
principles of perception
PAPER PROTOTYPING & WIREFRAMES
Whenever we attempt to make sense of
information visually, we first observe
similarities and differences in what we
are seeing. 24/66
USER INTERACTION DESIGN
These relationships allow us to not only
distinguish objects but to give them
meaning.
25. VISUAL ORGANIZATION
principles of perception
PAPER PROTOTYPING & WIREFRAMES
Similarities and differences provides visual
distinctions, which are the building
blocks of meaning in a visual message.
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The dimensions along which visual
USER INTERACTION DESIGN
contrast can be drawn include shape,
size, color, texture, position,
orientation, and movement.
26.
27.
28.
29.
30. PRINCIPLES OF PERCEPTION
visual relationships
PAPER PROTOTYPING & WIREFRAMES
The principles of perception give us
valuable insight into how we visually
group information.
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USER INTERACTION DESIGN
31.
32. PRINCIPLES OF PERCEPTION
proximity | 接近性
PAPER PROTOTYPING & WIREFRAMES
A Gestalt principle of organization holding
that (other things being equal) objects
or events that are near to one another
(in space or time) are perceived as 32/66
belonging together as a unit.
USER INTERACTION DESIGN
格式塔原理,那些物体或项目在时
间或空间上相近被看作为一整
体。
33. PRINCIPLES OF PERCEPTION
similarity | 相似性
PAPER PROTOTYPING & WIREFRAMES
A Gestalt principle of organization holding
that (other things being equal) parts of
a stimulus field that are similar to
each other tend to be perceived as 33/66
belonging together as a unit.
USER INTERACTION DESIGN
34. PRINCIPLES OF PERCEPTION
continuance | 延续性
PAPER PROTOTYPING & WIREFRAMES
The act of continuing an activity without
interruption. In design, is the
expectation that users have that a
system will continue to behave/ 34/66
interact as it is currently does.
USER INTERACTION DESIGN
是一 延续的行为。在设计中,期
望用户能 延续自己一贯的行
为。
35. PRINCIPLES OF PERCEPTION
closure | 封闭
PAPER PROTOTYPING & WIREFRAMES
A Gestalt principle that refers to the way
that we mentally fill in gaps where
there is missing information in a
stimulus. 35/66
USER INTERACTION DESIGN
格式塔原理,指的是人的头脑会将
物体缺失部分连接起来。
36. PRINCIPLES OF PERCEPTION
visual relationships
PAPER PROTOTYPING & WIREFRAMES
If we want to be able to communicate a
specific message, we need to
understand the psychological
manner in which we group visual 36/66
information.
USER INTERACTION DESIGN
We need to know how to use visual
relationships to our advantage -- we
need to know what makes things
different -- creating visual hierarchies.
37. VISUAL HIERARCHY
PAPER PROTOTYPING & WIREFRAMES
To build effective visual hierarchies, we use
visual relationships to add more or less
visual weight to page elements and
thereby establish a pattern of 37/66
movement through the layout.
USER INTERACTION DESIGN
Manipulating the attributes of
scale, contrast and proportion helps
us establish that hierarchy.
38. VISUAL HIERARCHY
PAPER PROTOTYPING & WIREFRAMES
A balanced hierarchy provides not only a
clear path for recognizing and
understanding information, it also
helps unify the disparate elements 38/66
within a page layout into a cohesive
USER INTERACTION DESIGN
whole.
This creates a sense of order and balance.
Without visual hierarchy, page
elements compete for attention, and
as a result, none of them win.
39.
40. VISUAL HIERARCHY
grid system for information architecture
PAPER PROTOTYPING & WIREFRAMES
Any given interactive system is composed
of many distinct elements. Navigation
menus (possibly several layers deep),
contact information, search boxes, 40/66
system identifiers, and shopping carts
USER INTERACTION DESIGN
are just a few.
41. VISUAL HIERARCHY
grid system for information architecture
PAPER PROTOTYPING & WIREFRAMES
The visual organization of an interactive
system can communicate valuable
information about the similarities and
differences between elements and their 41/66
relative importance.
USER INTERACTION DESIGN
42. VISUAL HIERARCHY
grid system for information architecture
PAPER PROTOTYPING & WIREFRAMES
Once your audience understands the
significance of your page elements,
they can apply that knowledge to the
rest of the system. 42/66
USER INTERACTION DESIGN
43.
44. VISUAL HIERARCHY
grid system elements
PAPER PROTOTYPING & WIREFRAMES
Generally, the hierarchy of an interactive
system is based on distinctions between
the content, navigation, and
supporting information on a page. 44/66
Within each of these sections further
USER INTERACTION DESIGN
distinctions can also be made.
A general system hierarchy (from highest
to lowest importance) may look like the
following:
45. VISUAL HIERARCHY
grid system elements
PAPER PROTOTYPING & WIREFRAMES
Content
Navigation
Supporting Elements 45/66
USER INTERACTION DESIGN
46.
47. GRID SYSTEM ELEMENTS
content/navigation/supporting elements
PAPER PROTOTYPING & WIREFRAMES
Content
Page title
Subsection title
Embedded links 47/66
Supplementary information (captions, references, etc.)
USER INTERACTION DESIGN
48.
49.
50. GRID SYSTEM ELEMENTS
content/navigation/supporting elements
PAPER PROTOTYPING & WIREFRAMES
Navigation
Location indicator
Top-level navigation options
Sub-navigation options 50/66
Trace route (breadcrumbs)
USER INTERACTION DESIGN
51.
52.
53. GRID SYSTEM ELEMENTS
content/navigation/supporting elements
PAPER PROTOTYPING & WIREFRAMES
Supporting elements
Site identifier
Site-wide utilities (shopping cart, site map, etc.)
Footer information (privacy policy, contact info, etc.) 53/66
USER INTERACTION DESIGN
54.
55.
56. GRID SYSTEM ELEMENTS
wireframes
PAPER PROTOTYPING & WIREFRAMES
Visual hierarchy can provide users with a
sense of where they are within an
interactive system, to direct their
attention (to special offers, for 56/66
example), to suggest distinct choices,
USER INTERACTION DESIGN
to explain new elements, and so on.
Keep this in mind while designing your
system’s wireframes.
57. WIREFRAMES
for which pages should wireframes
PAPER PROTOTYPING & WIREFRAMES
be created for?
Any page that requires client approval or
represent major subsection of the
system and require a distinct layout
and functionality. These pages may 57/66
include but not limited to:
USER INTERACTION DESIGN
Home page;
Major portal pages to sub-sites;
Template pages to grouped content;
Discussion forums;
Search results page;
404 Error page;
58. ACTIVITY #7:
studying commercial website wireframes
PAPER PROTOTYPING & WIREFRAMES
For each of the websites below:
http://cn.news.yahoo.com/
http://www.netdiver.net/
http://www.mediainspiration.com
http://www.wired.com/ 58/66
USER INTERACTION DESIGN
Make sketches of wireframes where the
following information architecture
elements can be allocated:
59. ACTIVITY #7:
studying commercial website wireframes
PAPER PROTOTYPING & WIREFRAMES
CONTENT
page titles subsection titles
body text embedded links
images, references, captions
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NAVIGATION
USER INTERACTION DESIGN
location indicator top-level navigation option
sub-navigation options breadcrumbs
SUPPORTING INFORMATION
site identifiers advertisement spaces
site-wide utilities (shopping cart, sitemap, search tools, , etc)
footer information (privacy policy, contact, FAQs, etc.)
60. WIREFRAMES
pros
PAPER PROTOTYPING & WIREFRAMES
Demonstrates a interactive system concept
quickly, allowing clients to react to
content placement and rendering;
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Can provide guidance to visual designers
USER INTERACTION DESIGN
with respect to information priorities;
Allows for usability testing early in the
project life-cycle;
61. WIREFRAMES
pros
PAPER PROTOTYPING & WIREFRAMES
Can elaborate on a singular vision for the
interactive system;
Can facilitate collaboration between
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design team and information
USER INTERACTION DESIGN
architects;
Is easy for clients to understand.
62. WIREFRAMES
cons
PAPER PROTOTYPING & WIREFRAMES
Hinders creativity and innovation by
imposing (real or imagined) limits on
design team;
62/66
Distracts client from tasks at hand:
USER INTERACTION DESIGN
evaluating page priorities,
understanding information
relationships;
63. WIREFRAMES
cons
PAPER PROTOTYPING & WIREFRAMES
Does not consider color, typography, and
other brand identity elements;
Does not provide accurate usability
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testing results;
USER INTERACTION DESIGN
Relies on other documentation to
provide a complete picture;
64. ASSIGNMENT #2 [GROUPS]:
information architecture document
PAPER PROTOTYPING & WIREFRAMES
due to week 09
Groups must prepare 20 (twenty) minutes
presentation -- at least 12 (twelve)
slides -- in which they will present, in
English, the information architecture 64/66
document of their product.
USER INTERACTION DESIGN
The presentation must include a complete
navigation flow diagram (a site map)
and -- no less -- than 3 (three) different
wireframes.
65. HOMEWORK [ INDIVIDUAL ]
sketchbook
PAPER PROTOTYPING & WIREFRAMES
1. Choose 5 (five) words marked with asterisks
(*) you’ve seen in this class and create 5 (five)
posters -- one for each word -- on separate
pages of your sketchbook; 65/66
USER INTERACTION DESIGN
2. Each poster must include:
-The word chosen, with its English definition;
-3 (three) pictures;
-2 (two) websites;
-Your comments/impressions of the definition.
66. tags
HOMEWORK [ INDIVIDUAL ]
USER INTERACTION DESIGN PAPER PROTOTYPING & WIREFRAMES
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