We know that many approaches help us create products for people. Whether you’re working on an enterprise-wide site redesign or improving a departmental intranet or creating a new app for your startup, identifying purpose, effort, & consistency require clear communication.
Wireframing has held sway over UXers for the past 20 years. From its metaphoric origins in filmmaking to its pinnacle in countless UX books, wireframing stood as a key approach in defining both structure & interaction. In recent years, however, wireframing has come under attack. UX thinkers propose replacing wireframes with sketches and prototypes; yet we need to understand that bridge between idea and specification.
Within this session, we’ll look at where wireframes originated, how we can use sketching to understand direction, and where prototyping helps communicate structure, purpose, and approach more effectively. Yet while some people want to evolve their product through prototyping, they miss a valuable opportunity: Solving design problems through prototypes. We’ll look at both, but I’ll make the argument that throwaway is often a better design tool.
What You’ll Learn:
The benefits of prototyping, both throwaway and evolutionary
Why throw away prototypes?
A case study showing a redesign process as an archetypal and practical approach
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Kill your darlings: Solving design by throwing away prototypes
1. Kill Your Darlings
Solving Design by Throwing Away Prototypes
March 24, 2015
Joe Sokohl
@RegJoeConsults @MojoGuzzi
2. What We’ll Talk About
§A brief history of wireframing
§The benefits of prototyping
§Why throw away your work?
§A case study showing a redesign process as an
archetypal and practical approach
!2@RegJoeConsults
15. What is a prototype, anyway?
!11@RegJoeConsults
Representa)ve
model
or
simula)on
of
the
final
system
Todd
Zaki
Warfel,
Prototyping:
A
Prac//oner’s
Guide
16. Why Should We Prototype?
!12@RegJoeConsults
Reduced
risk
Smaller
systems
Less
complex
systems
Reduc)on
in
creeping
requirements
Improved
visibility
17. Why Should We Prototype?
!13@RegJoeConsults
Genera)ve
Show,
tell
&
experience
Reduc)on
of
misinterpreta)on
Savings
in
)me/effort/money
Reduc)on
of
waste
Real-‐world
value
25. The Perils of Prototyping
Which is harder to change: a program with 1000 lines
of code or a 1000 square foot slab of concrete?
§ The concrete is ten inches thick and has steel reinforcing rods
criss-crossing within it. Every cubic foot of it weighs almost 100
pounds.
§ The software has almost no physical existence at all. It weighs
nothing. It consumes no space. A few microamps and those bits
flip from zero to one without a second glance.
!18@RegJoeConsults
http://www.cooper.com/journal/2008/05/the_perils_of_prototyping
26. The Perils of Prototyping
Which is harder to change: a program with 1000 lines
of code or a 1000 square foot slab of concrete?
§ The concrete is ten inches thick and has steel reinforcing rods
criss-crossing within it. Every cubic foot of it weighs almost 100
pounds.
§ The software has almost no physical existence at all. It weighs
nothing. It consumes no space. A few microamps and those bits
flip from zero to one without a second glance.
!18@RegJoeConsults
http://www.cooper.com/journal/2008/05/the_perils_of_prototyping
The answer to my question seems a simple one,
doesn’t it?
27. !19@RegJoeConsults
This is the first one. This is it exactly. This is my hand-wired
prototype, not a real Apple I or Apple ][ PC board. There are 4
white 2KB EPROMs on the upper board - that's how I developed
BASIC and all the other routines of the Apple I. This is an Apple ]
[ prototype. I can tell by how few chips it is. The Apple I had a
computer board attached to my video terminal board, in the
prototype stage." __Steve Wozniak
hTp://www.geekculture.com/joyoWech/joystuff/apple1cake/firstapple.jpg
28. Use evolutionary prototypes (EVPs) when…
§ User requirements are (almost) defined.
§ Few interaction and visual design problems exist,
and information architecture is defined.
§ UX team is highly experienced.
§ UXers also create the deployable front-end code.
§ Usability testing is summative, not formative.
§ Project requires little documentation.
!20
29. Use throwaway prototypes (TAPs) when…
§ User requirements are ill-defined.
§ Major interaction or visual design (or both) issues
remain, and the IA is not well defined.
§ You have less experienced UXers.
§ UX does not do development.
§ Usability testing is formative and occurs multiple
times throughout the project.
§ Project requires detailed documentation.
!21
33. The Project: Redesign site into a modern, user-centered experience
!25@RegJoeConsults
From this… To this…
34. We Did…
§ Heuristic analysis
§ Data analysis
§ Market research analysis
§ Personas
§ Mood boards & visual design
§ User journeys/scenarios
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37. Digital Exploration
!29
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