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(P)
6.9.2012
FRONTEND CONFERENCE 2012
SKETCHING, WIREFRAMING, PROTOTYPING
(P)HILIPP SCHRÖDER
SKETCHING, WIREFRAMING,
PROTOTYPING
How to Be Agile and Avoid Half-Baked
User Experience
TWITTER, ANYONE?
@pips1
INITIAL SKETCH OF TWITTER




"TWTTR SKETCH", CC BY JACK DORSEY ON FLICKR
TWITTER ECO-SYSTEM




"THE TWITTERVERSE V0.9", CC BY B_D_SOLIS ON FLICKR
TRENDS
WHAT IS THIS AGILE THING THAT
EVERYBODY IS TALKING ABOUT,
REALLY?
AGILE MANIFESTO
➡   Individuals and interactions over processes
    and tools
➡   Working software over comprehensive
    documentation
➡   Customer collaboration over contract
    negotiation
➡   Responding to change over following a plan




HTTP://AGILEMANIFESTO.ORG/
TRADITIONAL RELAY RACE




Team members run alone.
Collaboration is not built into the game.

HAT TIP: ANDERSRAMSAY.COM
IMAGE: CC BY NC ND SANGUDO ON FLICKR
AGILE RUGBY GAME




Intensive and continuous collaboration is core to the game.
Reach the goal line again and again to win the game.

HAT TIP: ANDERSRAMSAY.COM
IMAGE: CC BY-SA GUFFEYGF ON FLICKR
A CRUCIAL DIFFERENCE:
PROCESS CONTROL
➡   All agile frameworks rely on
    Empirical Process Control.
➡   Traditional frameworks (and most current
    management approaches) rely heavily on
    Defined Process Control.
DEFINED PROCESS CONTROL




CHARLIE CHAPLIN IN “MODERN TIMES”
WHY WATERFALL
DOESN’T WORK FOR ME
RELAY RACES & “DEATH MARCHES”




CC BY-NC-ND SHENGHUNG LIN ON FLICKR
KNOW-HOW SILOS




CC BY-NC YUAN2003 ON FLICKR
NO TEDIOUS SPEC WORK
WHY AGILE DEVELOPMENT
WORKS FOR ME
EMPIRICAL PROCESS CONTROL -
   AS EXEMPLIFIED BY SCRUM

                                   Sprint        Delivery /
                               retrospective    Sprint review




Product Backlog               Sprint planning   Development      End of project

                                                                Goal achieved /
                                                                money run down
                                                        24hrs



  1 ITERATION = 1 SPRINT = 2 WEEKS TO 1 MONTH
EVERY ITERATION, WE HAVE AN
INCREMENT OF WORKING
SOFTWARE
... in order to quickly generate business value and
develop software that satisfies user needs.
EACH ITERATION, WE REVIEW
THE PRODUCT (WHAT WE BUILT) &
THE PROCESS (HOW WE WORK)
... in order to continuously improve both.
REDUCING UNCERTAINTY


                    WATERFALL                                              AGILE



                                                                High
         High




                                                       What do we build?
What do we build?




                                                       End Uncertainty
End Uncertainty




                                                                Low
         Low




                    High
                           Means Uncertainty     Low                       High
                                                                                  Means Uncertainty     Low

                           How do we build it?                                    How do we build it?
TEAM WORK
TAKES THE CENTER STAGE
IN AGILE
Agile aims to enable “hyper productivity” through
close collaboration, self-organization,
empowerment and focussing of the team and the
stakeholders
AGILE IS A
PULL SYSTEM
➡   Peer to peer exchange of information
➡   Collective learning
➡   Collective responsibility (shared goal)
THE CURRENCY IN AGILE IS
SHARED UNDERSTANDING


                         Product Owner



 Scrum Master                                       Developer
                      Shared
                   understanding



                Tester                   Designer
LEAN THINKING
to improve efficiency & effectiveness
➡ Keeping focus on (customer) value

➡   Removing non valuable activities
    (e.g. excessive documentation)
➡   Optimizing the workflow & information flow to
    achieve the shared goal
➡   Attention to symptoms of overburden
    (work with a sustainable pace)
MERGING AGILE WITH UX DESIGN
➡   Communicate fast and light (sketching)
➡   Work in small continuous iterations
➡   Collaborate actively across roles/silos
    (participatory design)
PARALLEL TRACKS,
UX AHEAD OF DEVELOPMENT
                  Pre-project                               Iteration 0                                 Iteration 1                                  Iteration 2
                                                        Project initialisation



            Collaborate with designer                     Validate design                             Validate design                               Test iteration 1
           Provide input for iteration 1-n          Provide input for iteration 2               Provide input for iteration 3                 Provide input for iteration 4


Customer                                            1                                           2                                            3
                                                                                                                                         n
(Product          Customer data               ign           Customer data              ign             Customer data                 sig            Customer data
 Owner)                                 D   es                                   D   es                                         De



                                                                                                 UX research & ideation 3                     UX research & ideation 4
              UX research & ideation                 UX research & ideation 2                    Collaborate on iteration 1                        Test iteration 1
              Create initial concepts               Refine design for iteration 1               Refine design for iteration 2                 Collaborate on iteration 2
                                                                                                                                             Refine design for iteration 3
Designer                                                                         De                                         De                                   De
                                                                                      sig                                        si g                                 si g
                                                                                            n                                           n                                    n
                                                                                                1b                                           2b                                  3b
                                                                                                                                de                                    d   e
                                                                                                                           Co                                      Co

                                                    Development environment                          Implement high dev
                                                            setup                                      low UI features                            Implement designs



     Developers
THE ROLE OF DESIGN
HAS CHANGED
AGILE ANTI-PATTERN:
GENIUS DESIGN & THE "BIG REVEAL"




BESCHREIBUNG
DESIGNER'S ROLE IN AGILE:
KEEPER OF THE VISION &
FOREMOST FACILITATOR


                                     UX Researcher
               Users



                                                     Visual Designer

                           UX Designer
Customer Service Rep



                                          Product Owner



                       Developers
PROTOTYPING
VISUALIZE AND
SHARE CONCEPTS
MANY TOOLS AND
                  APPROACHES FOR PROTOTYPING
                  Ordered by visual & functional fidelity
                   Design Comp                       Interactive Design Comp                    "Production Ready" Prototype
                   Photoshop or Illustrator          Fireworks                                  HAML + SCSS + JQuery


                   Hybrid Wireframe / Design Comps
                   OmnigrafïŹ‚e + Photoshop


                   "Clean" Wireframe / Diagram       Interactive "Clean" Wireframes             Rich Interactive "Clean" Wireframes
Visual Fidelity




                   OmniGrafïŹ‚e                        Axure RP Pro                               Axure RP Pro


                                                                               Proof of Concept Prototype
                                                                               HTML (960 Grid System + JQuery)

                   Wireframe Sketch                  Interactive Wireframe Sketch
                   Pen & Paper                       Paper Prototyping
                   Balsamiq                          Balsamiq: Export to PDF or HTML




                   Sketch                            Interactive Sketches
                   Pen & Paper                       Paper Prototyping




                                                       Functional Fidelity
CRITERIA FOR
PICKING THE RIGHT TOOL
➡    Audience
➡    Intent
➡    Familiarity and learnability
➡    Cost
➡    Collaboration
➡    Distribution
➡    Throwaway versus reusable


SOURCE: TODD ZAKI WARFEL (2009): PROTOTYPING - A PRACTITIONER'S GUIDE, NEW YORK: ROSENFELD MEDIA
PROTOTYPING
Slow, expensive



                      Speed & Cost
                       Design Comps                      Interactive Design Comps                 "Production Ready" Prototype
                       Photoshop or Illustrator          Fireworks                                HAML + SCSS + JQuery


                       Hybrid Wireframe / Design Comps
                       OmnigrafïŹ‚e + Photoshop


                       "Clean" Wireframe / Diagram       Interactive "Clean" Wireframes           Rich Interactive "Clean" Wireframes
    Visual Fidelity




                       OmniGrafïŹ‚e                        OmniGrafïŹ‚e Pro                           Axure RP Pro


                                                                                 Proof of Concept Prototype
                                                                                 HTML (960 Grid System + JQuery)

                       Wireframe Sketch                  Interactive Wireframe Sketch
                       Pen & Paper                       Paper Prototyping
                       Balsamiq                          Balsamiq: Export to PDF or HTML




                       Sketch                            Interactive Sketches
                       Pen & Paper                       Paper Prototyping




  Fast, cheap                                              Functional Fidelity                                     Slow, expensive
USES OF PROTOTYPES
➡   Shared communication
➡   Working through a design
➡   Selling an idea to stakeholders
➡   Validating design
➡   Gauging technical feasibility and value
USES OF PROTOTYPES
                  Different tools are suitable for different uses
                   Design Comps                                   Interactive Design Comps                    "Production Ready" Prototype
                                      Communicating UI design /                                               Validating UX design
                                      distributing design documentation                                       Performing usability tests with non-savvy
                   Hybrid Wireframe / Supplementing printed documentation                                     user groups
                                      for offsite development teams                                           Evaluating the usability of proposed UX
                   Design Comps                                                                               designs for an existing system
                                                                                                              Performing remote testing
                   "Clean" Wireframe / Diagram                    Interactive "Clean" Wireframes              Rich Interactive "Clean" Wireframes
Visual Fidelity




                                                                  Selling an idea to stakeholders

                                                                                             Proof of Concept Prototype
                                                                                                              Gauging technical feasibility and
                                                                                                              value
                   Wireframe Sketch                               Interactive Wireframe Sketch                Exploring isolated interactions as a proof-
                                                                                                              of-concept
                                         Validating UX design direction with                                  Selling an idea to your boss or team
                                         stakeholders                                                         members
                                         Evaluating the usability of proposed                                 Validating the implementation of
                                         designs for new systems                                              requirements with stakeholders



                   Sketch                                         Interactive Sketches
                   Creating a shared communication                Working through a design
                   ”Is this what you meant?”                      Does the workflow make sense at a high
                                                                  level?
                   Working through a design
                   Does the system have all the features
                   required?
                                                                     Functional Fidelity
                   Which UX concept works best?
SKETCHING
SKETCHINESS
➡ Sketchiness invites critique.
➡ With unfilled "holes", interpretation is
  necessary, which leads to new ideas.
Opposite: High Fidelity
➡   A High Fidelity UI Mockup says
    "I'm full of finished, mature ideas".
SKETCHING USES
Sketching is useful...
➡ as research tool

➡   for working through a concept
➡   for working through a design (wireframe sketch)
➡   as shared communication
➡   for validating UX design direction
SKETCHING AS RESEARCH TOOL
SKETCHING FOR
WORKING THROUGH A CONCEPT
SKETCHING WIREFRAMES FOR
WORKING THROUGH A DESIGN
SKETCHING AS SHARED
COMMUNICATION




                      SKETCHES BY STEFANO VANOTTI
SKETCHING FOR VALIDATING UX
DESIGN DIRECTION
“CLEAN” WIREFRAME




Both widgets need to be of the same height...
DIAGRAMS
INTERACTIVE "CLEAN" WIREFRAME
HYBRID WIREFRAME /
DESIGN COMP
HIGH FIDELITY PROTOTYPES


DESIGN COMP                    WORKING SOFTWARE




DESIGN COMP BY OLIVIER HEITZ   LIVE SITE
CROSS-FUNCTIONAL PAIRING:
INTERACTION DESIGNER + FRONTEND
DEVELOPER



SKETCH                         WORKING SOFTWARE




ANNOTATED SKETCH OF A WIDGET   SOFTWARE INCREMENT ON TESTING SERVER
FROM SKETCH TO WORKING
PROTOTYPE
Why is this cool?
➡ The sketch showed just enough intent as a
  basis for estimating effort and as a starting
  point for implementation.
➡   No time was wasted for a detailed written
    specification (which can be misinterpretated).
➡   We both learned from each other during pairing
    and got a deeper understanding of the feature.
➡   The prototype was available for testing on the
    test server “immediately”, allowing feedback
    from real users quickly.
WHEN TO CREATE
HIGH FIDELITY PROTOTYPES?
Since they are relatively time-intensive /
expensive, create HiFi prototypes only if
necessary:
➡ If your audience is the client, users or an
  external development team
  ➡   Selling an idea
  ➡   Usability testing
  ➡   Detailed design specifications
TAKE AWAYS
FOR DEVELOPERS
➡   Building software is a creative process.
➡   Designers have good tools for creativity.
➡   Adapt & learn!
TAKE AWAYS
FOR PRODUCT MANAGERS
Recognize and accept the creative process of
software development.
➡   Yes, it's messy.
➡   Yes, there is a "looping circularity".
    It's how we learn and improve.
➡   Take work-in-progress for what it is.
TAKE AWAYS
FOR DESIGNERS (1)
➡   Keep focused on value - the actual user
    experience
➡   Remove non valuable activities - e.g. excessive
    documentation
➡   Be pragmatic - use whatever gets the job done
➡   Visualize and share your work - invite valuable
    critique
TAKE AWAYS
FOR DESIGNERS (2)
➡   Get feedback often -
    ➡ catch glaring mistakes early,

    ➡   foster shared understanding and
    ➡   collective ownership
➡   Every encounter is an opportunity to learn
➡   Every encounter is an opportunity to hone your
    skill in persuasion :-)
DRAWBACKS / LIMITATIONS
If no design framework was established up-front,
you will have late iterations for consistency.
TEAM THANKS
➡   Rails team @ ZHdK
➡   Team π @ Liip
(P)
MERCI!
(P)HILIPP SCHRÖDER
TWITTER.COM/PIPS1
PS@VISUALPUN.CH
FURTHER READING & RESOURCES
- Bill Buxton (2007): Sketching User Experiences -
  Getting the design right and the right design.
  San Francisco: Morgan Kaufmann Publishers.
- Todd Zaki Warfel (2009): Prototyping - A
  Practitioner's Guide, New York: Rosenfeld Media
-   Fred Beecher (2009): Integrating Prototyping
    Into Your Design Process - Using appropriate
    fidelity for the situation, http://
    www.boxesandarrows.com/view/integrating, last
    accessed 2012-09-05
-   Jakub Linowski: Interactive Sketching Notation,
    http://www.linowski.ca/sketching, last accessed
    2012-09-05
RESOURCES MENTIONED IN
QUESTIONS & ANSWERS
- Kim Goodwin (2009): Designing for the Digital
  Age: How to Create Human-Centered Products
  and Services, Indianapolis: Wiley.
- Jeff Gothelf (2011): Lean UX: Getting Out Of
  The Deliverables Business. http://
  uxdesign.smashingmagazine.com/2011/03/07/
  lean-ux-getting-out-of-the-deliverables-
  business/, last accessed on 2012-09-07

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Sketching, Wireframing, Prototyping - How to Be Agile and Avoid Half-Baked User Experience

  • 1. (P) 6.9.2012 FRONTEND CONFERENCE 2012 SKETCHING, WIREFRAMING, PROTOTYPING (P)HILIPP SCHRÖDER
  • 2. SKETCHING, WIREFRAMING, PROTOTYPING How to Be Agile and Avoid Half-Baked User Experience
  • 4. INITIAL SKETCH OF TWITTER "TWTTR SKETCH", CC BY JACK DORSEY ON FLICKR
  • 5. TWITTER ECO-SYSTEM "THE TWITTERVERSE V0.9", CC BY B_D_SOLIS ON FLICKR
  • 7. WHAT IS THIS AGILE THING THAT EVERYBODY IS TALKING ABOUT, REALLY?
  • 8. AGILE MANIFESTO ➡ Individuals and interactions over processes and tools ➡ Working software over comprehensive documentation ➡ Customer collaboration over contract negotiation ➡ Responding to change over following a plan HTTP://AGILEMANIFESTO.ORG/
  • 9. TRADITIONAL RELAY RACE Team members run alone. Collaboration is not built into the game. HAT TIP: ANDERSRAMSAY.COM IMAGE: CC BY NC ND SANGUDO ON FLICKR
  • 10. AGILE RUGBY GAME Intensive and continuous collaboration is core to the game. Reach the goal line again and again to win the game. HAT TIP: ANDERSRAMSAY.COM IMAGE: CC BY-SA GUFFEYGF ON FLICKR
  • 11. A CRUCIAL DIFFERENCE: PROCESS CONTROL ➡ All agile frameworks rely on Empirical Process Control. ➡ Traditional frameworks (and most current management approaches) rely heavily on Defined Process Control.
  • 12. DEFINED PROCESS CONTROL CHARLIE CHAPLIN IN “MODERN TIMES”
  • 14. RELAY RACES & “DEATH MARCHES” CC BY-NC-ND SHENGHUNG LIN ON FLICKR
  • 15. KNOW-HOW SILOS CC BY-NC YUAN2003 ON FLICKR
  • 18. EMPIRICAL PROCESS CONTROL - AS EXEMPLIFIED BY SCRUM Sprint Delivery / retrospective Sprint review Product Backlog Sprint planning Development End of project Goal achieved / money run down 24hrs 1 ITERATION = 1 SPRINT = 2 WEEKS TO 1 MONTH
  • 19. EVERY ITERATION, WE HAVE AN INCREMENT OF WORKING SOFTWARE ... in order to quickly generate business value and develop software that satisfies user needs.
  • 20. EACH ITERATION, WE REVIEW THE PRODUCT (WHAT WE BUILT) & THE PROCESS (HOW WE WORK) ... in order to continuously improve both.
  • 21. REDUCING UNCERTAINTY WATERFALL AGILE High High What do we build? What do we build? End Uncertainty End Uncertainty Low Low High Means Uncertainty Low High Means Uncertainty Low How do we build it? How do we build it?
  • 22. TEAM WORK TAKES THE CENTER STAGE IN AGILE Agile aims to enable “hyper productivity” through close collaboration, self-organization, empowerment and focussing of the team and the stakeholders
  • 23. AGILE IS A PULL SYSTEM ➡ Peer to peer exchange of information ➡ Collective learning ➡ Collective responsibility (shared goal)
  • 24. THE CURRENCY IN AGILE IS SHARED UNDERSTANDING Product Owner Scrum Master Developer Shared understanding Tester Designer
  • 25. LEAN THINKING to improve efficiency & effectiveness ➡ Keeping focus on (customer) value ➡ Removing non valuable activities (e.g. excessive documentation) ➡ Optimizing the workflow & information flow to achieve the shared goal ➡ Attention to symptoms of overburden (work with a sustainable pace)
  • 26. MERGING AGILE WITH UX DESIGN ➡ Communicate fast and light (sketching) ➡ Work in small continuous iterations ➡ Collaborate actively across roles/silos (participatory design)
  • 27. PARALLEL TRACKS, UX AHEAD OF DEVELOPMENT Pre-project Iteration 0 Iteration 1 Iteration 2 Project initialisation Collaborate with designer Validate design Validate design Test iteration 1 Provide input for iteration 1-n Provide input for iteration 2 Provide input for iteration 3 Provide input for iteration 4 Customer 1 2 3 n (Product Customer data ign Customer data ign Customer data sig Customer data Owner) D es D es De UX research & ideation 3 UX research & ideation 4 UX research & ideation UX research & ideation 2 Collaborate on iteration 1 Test iteration 1 Create initial concepts Refine design for iteration 1 Refine design for iteration 2 Collaborate on iteration 2 Refine design for iteration 3 Designer De De De sig si g si g n n n 1b 2b 3b de d e Co Co Development environment Implement high dev setup low UI features Implement designs Developers
  • 28. THE ROLE OF DESIGN HAS CHANGED
  • 29. AGILE ANTI-PATTERN: GENIUS DESIGN & THE "BIG REVEAL" BESCHREIBUNG
  • 30. DESIGNER'S ROLE IN AGILE: KEEPER OF THE VISION & FOREMOST FACILITATOR UX Researcher Users Visual Designer UX Designer Customer Service Rep Product Owner Developers
  • 33. MANY TOOLS AND APPROACHES FOR PROTOTYPING Ordered by visual & functional fidelity Design Comp Interactive Design Comp "Production Ready" Prototype Photoshop or Illustrator Fireworks HAML + SCSS + JQuery Hybrid Wireframe / Design Comps OmnigrafïŹ‚e + Photoshop "Clean" Wireframe / Diagram Interactive "Clean" Wireframes Rich Interactive "Clean" Wireframes Visual Fidelity OmniGrafïŹ‚e Axure RP Pro Axure RP Pro Proof of Concept Prototype HTML (960 Grid System + JQuery) Wireframe Sketch Interactive Wireframe Sketch Pen & Paper Paper Prototyping Balsamiq Balsamiq: Export to PDF or HTML Sketch Interactive Sketches Pen & Paper Paper Prototyping Functional Fidelity
  • 34. CRITERIA FOR PICKING THE RIGHT TOOL ➡ Audience ➡ Intent ➡ Familiarity and learnability ➡ Cost ➡ Collaboration ➡ Distribution ➡ Throwaway versus reusable SOURCE: TODD ZAKI WARFEL (2009): PROTOTYPING - A PRACTITIONER'S GUIDE, NEW YORK: ROSENFELD MEDIA
  • 35. PROTOTYPING Slow, expensive Speed & Cost Design Comps Interactive Design Comps "Production Ready" Prototype Photoshop or Illustrator Fireworks HAML + SCSS + JQuery Hybrid Wireframe / Design Comps OmnigrafïŹ‚e + Photoshop "Clean" Wireframe / Diagram Interactive "Clean" Wireframes Rich Interactive "Clean" Wireframes Visual Fidelity OmniGrafïŹ‚e OmniGrafïŹ‚e Pro Axure RP Pro Proof of Concept Prototype HTML (960 Grid System + JQuery) Wireframe Sketch Interactive Wireframe Sketch Pen & Paper Paper Prototyping Balsamiq Balsamiq: Export to PDF or HTML Sketch Interactive Sketches Pen & Paper Paper Prototyping Fast, cheap Functional Fidelity Slow, expensive
  • 36. USES OF PROTOTYPES ➡ Shared communication ➡ Working through a design ➡ Selling an idea to stakeholders ➡ Validating design ➡ Gauging technical feasibility and value
  • 37. USES OF PROTOTYPES Different tools are suitable for different uses Design Comps Interactive Design Comps "Production Ready" Prototype Communicating UI design / Validating UX design distributing design documentation Performing usability tests with non-savvy Hybrid Wireframe / Supplementing printed documentation user groups for offsite development teams Evaluating the usability of proposed UX Design Comps designs for an existing system Performing remote testing "Clean" Wireframe / Diagram Interactive "Clean" Wireframes Rich Interactive "Clean" Wireframes Visual Fidelity Selling an idea to stakeholders Proof of Concept Prototype Gauging technical feasibility and value Wireframe Sketch Interactive Wireframe Sketch Exploring isolated interactions as a proof- of-concept Validating UX design direction with Selling an idea to your boss or team stakeholders members Evaluating the usability of proposed Validating the implementation of designs for new systems requirements with stakeholders Sketch Interactive Sketches Creating a shared communication Working through a design ”Is this what you meant?” Does the workflow make sense at a high level? Working through a design Does the system have all the features required? Functional Fidelity Which UX concept works best?
  • 39. SKETCHINESS ➡ Sketchiness invites critique. ➡ With unfilled "holes", interpretation is necessary, which leads to new ideas. Opposite: High Fidelity ➡ A High Fidelity UI Mockup says "I'm full of finished, mature ideas".
  • 40. SKETCHING USES Sketching is useful... ➡ as research tool ➡ for working through a concept ➡ for working through a design (wireframe sketch) ➡ as shared communication ➡ for validating UX design direction
  • 44. SKETCHING AS SHARED COMMUNICATION SKETCHES BY STEFANO VANOTTI
  • 45. SKETCHING FOR VALIDATING UX DESIGN DIRECTION
  • 46. “CLEAN” WIREFRAME Both widgets need to be of the same height...
  • 50. HIGH FIDELITY PROTOTYPES DESIGN COMP WORKING SOFTWARE DESIGN COMP BY OLIVIER HEITZ LIVE SITE
  • 51. CROSS-FUNCTIONAL PAIRING: INTERACTION DESIGNER + FRONTEND DEVELOPER SKETCH WORKING SOFTWARE ANNOTATED SKETCH OF A WIDGET SOFTWARE INCREMENT ON TESTING SERVER
  • 52. FROM SKETCH TO WORKING PROTOTYPE Why is this cool? ➡ The sketch showed just enough intent as a basis for estimating effort and as a starting point for implementation. ➡ No time was wasted for a detailed written specification (which can be misinterpretated). ➡ We both learned from each other during pairing and got a deeper understanding of the feature. ➡ The prototype was available for testing on the test server “immediately”, allowing feedback from real users quickly.
  • 53. WHEN TO CREATE HIGH FIDELITY PROTOTYPES? Since they are relatively time-intensive / expensive, create HiFi prototypes only if necessary: ➡ If your audience is the client, users or an external development team ➡ Selling an idea ➡ Usability testing ➡ Detailed design specifications
  • 54. TAKE AWAYS FOR DEVELOPERS ➡ Building software is a creative process. ➡ Designers have good tools for creativity. ➡ Adapt & learn!
  • 55. TAKE AWAYS FOR PRODUCT MANAGERS Recognize and accept the creative process of software development. ➡ Yes, it's messy. ➡ Yes, there is a "looping circularity". It's how we learn and improve. ➡ Take work-in-progress for what it is.
  • 56. TAKE AWAYS FOR DESIGNERS (1) ➡ Keep focused on value - the actual user experience ➡ Remove non valuable activities - e.g. excessive documentation ➡ Be pragmatic - use whatever gets the job done ➡ Visualize and share your work - invite valuable critique
  • 57. TAKE AWAYS FOR DESIGNERS (2) ➡ Get feedback often - ➡ catch glaring mistakes early, ➡ foster shared understanding and ➡ collective ownership ➡ Every encounter is an opportunity to learn ➡ Every encounter is an opportunity to hone your skill in persuasion :-)
  • 58. DRAWBACKS / LIMITATIONS If no design framework was established up-front, you will have late iterations for consistency.
  • 59. TEAM THANKS ➡ Rails team @ ZHdK ➡ Team π @ Liip
  • 61. FURTHER READING & RESOURCES - Bill Buxton (2007): Sketching User Experiences - Getting the design right and the right design. San Francisco: Morgan Kaufmann Publishers. - Todd Zaki Warfel (2009): Prototyping - A Practitioner's Guide, New York: Rosenfeld Media - Fred Beecher (2009): Integrating Prototyping Into Your Design Process - Using appropriate fidelity for the situation, http:// www.boxesandarrows.com/view/integrating, last accessed 2012-09-05 - Jakub Linowski: Interactive Sketching Notation, http://www.linowski.ca/sketching, last accessed 2012-09-05
  • 62. RESOURCES MENTIONED IN QUESTIONS & ANSWERS - Kim Goodwin (2009): Designing for the Digital Age: How to Create Human-Centered Products and Services, Indianapolis: Wiley. - Jeff Gothelf (2011): Lean UX: Getting Out Of The Deliverables Business. http:// uxdesign.smashingmagazine.com/2011/03/07/ lean-ux-getting-out-of-the-deliverables- business/, last accessed on 2012-09-07