A very hands on 3 hour workshop where participants had to sketch and prototype specific app ideas per team.
The presentation was projected onto a whiteboard where I wrote notes, sketches & examples needed.
14. DON’T BE
AFRAID TO
SHOW SOME
EMOTION
VINCENT BASKERVILLE | VP of PRODUCT
15. AVOID
JARGON
VINCENT BASKERVILLE | VP of PRODUCT
16. RECAP
1. Create a visual hierarchy
6. Use appropriate defaults
that matches users needs
7. Make actions reversible
2. Weight balance
8. Be consistent
3. Thumb or finger rule?
9. Don’t be afraid to show
- don’t forget fat fingers
some emotion
4. Easily navigable
10. Avoid jargon
5. Limit distractions
VINCENT BASKERVILLE | VP of PRODUCT
17. •Truly understand your medium
•Solve the right problem, don’t just make
pretty interfaces
•Try to keep things simple
•but remember *Less is more* not always
the answer
VINCENT BASKERVILLE | VP of PRODUCT
21. • Sketches aren’t the *product*
• the focus isn’t instagrammable wireframes
• Consider actual content
• don’t get too caught up with lorem text
• Focuson communication
• remember the purpose of the interactions
VINCENT BASKERVILLE | VP of PRODUCT
22. • Keep it fast and in short bursts
• Sketches & prototypes should always be
communicating those in between steps.. try not
to leave anything for interpretation
VINCENT BASKERVILLE | VP of PRODUCT
24. • Design for partial attention spans and
interrupted states
• We don’t just create interfaces.. remember to
focus on interaction
• Where will your users be?
VINCENT BASKERVILLE | VP of PRODUCT
25. • Will they have gloves on?
• Are they driving?
• Walking and frustratingly looking for something?
• Relaxed, sipping on a latte?
VINCENT BASKERVILLE | VP of PRODUCT
26. SKETCH TIME
VINCENT BASKERVILLE | VP of PRODUCT
27. BE RUTHLESS &
BRAVE
EDIT.. EDIT.. EDIT.. EDIT
VINCENT BASKERVILLE | VP of PRODUCT
28. PROTOTYPING
VINCENT BASKERVILLE | VP of PRODUCT
29. • Hi or lo fidelity?
• Prototyping reduces misinterpretation
• in comparison to detailed requirement docs
• Remember to set expectations
VINCENT BASKERVILLE | VP of PRODUCT
30. • Eventually saves time, money & overall effort
• Helpsto create a constant feedback loop,
which helps produce a better product
• Thisisn’t a means to an end, but wrather it is to
help better articulate ‘show & tell’
VINCENT BASKERVILLE | VP of PRODUCT
34. • It’ll help you improve design making decision
• Communicate your ideas better & get buy-in
from your team / client easily
• Gather proper user feedback
• Explore unknowns
• Further refine concepts
VINCENT BASKERVILLE | VP of PRODUCT
35. • Multiple ways to prototype your product
• paper
• power point / keynote
• balsamiq
• axure
• adobe photoshop / fireworks / flash
• html / js
• etc...
VINCENT BASKERVILLE | VP of PRODUCT
36. STORYTELLING
VINCENT BASKERVILLE | VP of PRODUCT
37. The goal of sketches & prototypes
is to convince yourself & others
VINCENT BASKERVILLE | VP of PRODUCT
38. • Telling
stories:
• helps put a ‘face’ on data
• helps paint in missing details from sketches &
prototypes
• helps encourage collaboration & innovation
VINCENT BASKERVILLE | VP of PRODUCT
39. Stories turn profile
information into a
persona; with this
information we can
better design a solution
for this & other similar
user needs
VINCENT BASKERVILLE | VP of PRODUCT
40. • Stories
can illustrate problems & ‘pain points’
that wasn’t discovered through sketching
prototypes
VINCENT BASKERVILLE | VP of PRODUCT
41. INSTRUCTIONS /
PEE BREAK
VINCENT BASKERVILLE | VP of PRODUCT