Wireframe Wednesday

The ultimate Wireframe Archive

  • 4 Strategies for Working With Designers Without Killing Each Other | UX Magazine

    • 8 Feb 2012
    • 0 Responses
    •  views
    • wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost

    Fourteen years ago, in my first job where my title was “Information Architect,” I clashed with a designer. We were working at a large advertising agency that was known for stunning design work. The art directors wielded a level of power at the agency that I have never seen anywhere else, and the result over the decades was a portfolio of gorgeous print and TV ads. The design-first method had worked well for this agency, winning them awards and a long roster of Fortune 500 clients, so they naturally decided to use this approach in their newly launched web department, too.

    Things went well for a while, until I attended a kickoff meeting for a new website project. The designer came to the meeting with an already completed graphic design, before any information had been provided about who the site was for or what it would do. This designer had been at the company longer than me, and she had been happily designing sites without an information architect for several months. As far as she was concerned, this was a process that worked well for her, and why shouldn’t it? She had complete control of the site, her designs looked lovely, and they were not in any way influenced by user needs, site goals, or reality.

    What followed was a long, drawn-out battle for control of the site between me and the designer. This battle usually sounded something like this, played out again and again:

    Me: And when you click on this button where does it take you?
    Designer: I haven’t worked that out yet, but it’ll be fine.

    At the time, I thought I had encountered a particularly obstinate designer, but in fact I had just bulldozed my way into the biggest challenge in information architecture (IA): navigating the line between beautiful design and usable IA. Because this was early in the web world, the agency had yet to learn about this balance between usability and design, and I hadn’t either. And in the intervening years, things haven’t changed much. Designers still want to make things beautiful, UXers still want to make things usable, and those two goals are frequently at odds. What has changed for me, though, is the approach I now take to working with designers.

    1. Get the Right Designer on the Project

    We don’t always have the luxury of selecting the designer who will bring our wireframes and prototypes to life, but on occasion this happens. All UXers should have a roster of designers who are UX-friendly who they can call when the opportunity arises. More and more frequently, I have clients who either ask us to handle design or ask for designer referrals. When this happens I always feel like I’ve won the lottery. I have a collection of designers I’ve met over the years who are great at working with highly functional sites; if you have the opportunity to influence the designer selection, you need to be ready to jump in with names and portfolios.

    2. Don’t Just Throw Wireframes over the Fence

    Last year, I worked on an unusual project where the timeframe was so compressed that there was no time for wireframes. Instead I spent many, many hours each day on the phone with the designer discussing the interface, working out where each element should go and exactly how it should function. While I wouldn’t recommend this process as a rule, the end result was a beautiful working relationship and an interface that we were both thrilled with.

    Many agencies are structured such that designers are just handed a stack of wireframes and told to execute on them. The end result tends to be either a site that looks like a very pretty version of the wireframes, or one that is only very loosely based on the UX design. To strike the right balance that prevents designers from either taking an overly literal interpretation of wireframes or from developing their own new interaction models, designers need to be involved early and often. As soon as you’ve got a few wireframes done, pull your designer in to start mocking up a visual design so you can work together through anything that needs to be rethought.

    3. Give Designers Space to Do Their Thing

    People go into design because they want to express their creativity, to play with shapes and color, and to have fun doing it. In some ways, information architects just come in and rain on designers’ parades by imposing structure and preferring the obvious over the unique. But there are designers out there—more and more all the time—who look forward to working with information architects because working off of wireframes makes their jobs easier. These designers still want to play and have fun, and (in the right place and time) new and interesting designs and interactions can make people happy, so it’s a good idea to include a design-centric section on sites that warrant it, where the information architecture takes a back seat to the design. This works for areas of a site that needs to provide a visceral feel for a brand, or portfolio sections of sites that need to showcase work or case studies. If you respect the designers’ need to create something beautiful, they are more likely to respect your need to create something usable.

    4. Don’t Discount the Importance of Design

    It’s important to remember, as Don Norman has famously said and Dana Chisnell recently reiterated, that beautiful design makes people happy. Good UX design is the backbone of good visual design, and one cannot exist without the other. Back when I was engaging the designer at my first IA job in thermonuclear warfare, I did it because I only barely registered design as something that mattered to the user experience. But the joy inherent in beautiful design is important as well, so sometimes when a designer overrides your UX design on aesthetic grounds, the designer is right. UXers need to weigh the pros and cons of all design decisions very carefully in order to determine where visual design should triumph over UX design, and vice versa.

    There are still struggles, of course, and there are projects where designers want to go one direction and the UX team wants to go another. But I do seem to encounter fewer and fewer all-out wars between design and UX teams. When designers and UXers work well together, the ultimate winners are the users, who get a product that is not only easy to use but lovely to interact with.

    via uxmag.com

    Hana Schank for UXMag on strategies to avoid team clashes when working on a web project.

    • Tweet
  • Wireframing for responsive design | Boagworld

    • 1 Feb 2012
    • 0 Responses
    •  views
    • wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost

    I’m conscious that some people in the web industry, including myself(!) may be getting tired of hearing the word ‘responsive’ in everything they read.  We shouldn’t be, because I don’t think it’s going to change any time soon (not until the next big web paradigm shift at least) and mobile will only become more important as time goes on and the device numbers grow and they technology evolves.

    Get used to it. We, the content designers, have to be just as responsive as the interfaces we create, adapting to change as it happens. To do this we need to learn to think differently.

    Responsive thinking

    We now have to design and think responsively.  Our layouts and our pages need to gracefully fit the device they are being viewed on. Whilst they don’t necessarily have to be perfect in all browsers across all devices, they do have to look good and present a better user experience when compared to pinching and zooming a mobile browser rendering our pages at desktop size. With statistics on mobile browsing indicating that more people will soon be accessing the web from mobile than from desktop, we have to think carefully right from the beginning of any new site we design.

    This presents a new challenge.  If we are going to wireframe our site designs, then we need to think and therefore wireframe them polymorphically, i.e. they will change shape in different situations. As we consider and add elements to what is basically the blueprint for our design, we have to ensure that everything can morph gracefully to higher and lower resolutions. Changing layout as necessary, making use of wider resolutions more effectively and possibly omitting some of the content altogether at lower resolutions (a last resort of course).

    Therefore, if we wireframe this…

    Website elements on desktop

    then we really need to also show this in our wireframes for a portrait 768pixel wide table view:

    Portrait Tablet View

    down to this on a mobile phone portrait width:

    Movile phone view

    We can’t just make assumptions about how the site will adapt and leave clients in the dark about these decisions as we continue development regardless.

    Mobile first

    We can’t continue to think through the wire framing process from a blinkered desktop perspective.  It’s not going to be easy though. Many of us spent years advocating fixing width or maximum 960px width designs. The thought of our previously rigid designs suddenly being unbuckled and able to jump around and change layout can be unsettling.

    Really, we need to start our wireframing from narrow widths outwards, or ‘mobile first’ ensuring that we can serve our content to the lowest common denominator and expand on this progressively as more resolution becomes available to work with on wider screens.

    From now on we need to mentally deconstruct our site as we create our wireframes, mentally breaking it down into columns and elements that can not only exist side by side, but also above and below each other. There is no fixed interelationship any more. By starting with narrow screen devices we can ensure we solve narrow width problems first rather than running into them later on when time may be short.

    Design constraints

    Try as we might, there is no getting away from the fact that responsive thinking challenges our design options and certain approaches will not be as easy to implement as easily as others. Strong grid designs morph more readily as we down-sample the grid to single columns more easily than a more organic design. Also, even numbers of columns provide easier wrapping options than odd numbers of columns. For example, expanding a single column narrow site to a wide design with 5 columns could present more of a challenge than a design which expands to 6 columns. A 6 column design allows column steps of 1 X 6, 2 X 3, 3X2, then 6 X 1 columns… whereas a 5 columns would be uneven – 1 X 5, 5 X 1 with no even steps in between. Of course, we have every opportunity to switch our grid at different breakpoints, but this inflicts a further development overhead.

    Wireframing compromises

    If our desktop layout has a major call to action in the right hand column, where the middle column isn’t actually as important as either column 1 or the call to action:

    Page element demo 1

    is it necessarily right that we mechanically do this?

    Page element demo 2

    This may be the natural response of stacking columns left to right and this may be the result if there is little thought applied to how things transpire in a narrow resolution. This may be a more appropriate solution:

    Page element demo 3

    In addition to considering it ourselves and any html consequences of moving content around at different breakpoints, we also need to demonstrate to our clients that this has been thought through during the architectural process of the site design and not just arisen as a consequence of changing the layout. Thinking through the best way of presenting a site is more important than the practical considerations of swapping content with media queries.

    Compromises are inevitable

    In the example above, what if the call to action element was an advert? Will advertisers consider that it’s position at the bottom of the page content be as prominent as it was before? Again, we need to decide in collaboration with the client and demonstrate on the wireframe how everything will appear and agree on the inevitable compromises that must occur. Advertisers will undoubtedly be much happier with this situation:

    Compromises

    Conclusion

    There is no getting away from it, to show a complex website on a narrow screen device such as a mobile, there will have to be compromises. If comprises aren’t made in the content (i.e. we are still giving the whole site without removing content), then compromises will inevitably occur in positioning of the content. On a mobile page there are really only 2 hot areas, the header and the footer, both of which will need to carry important navigation options for our site. Everything in between is fairly equally weighted. Let’s hope noone ever starts referring to the ‘fold’ when it comes to mobile, or things are going to get very complicated indeed.

    Whatever our solutions, we need to quickly wireframe our intentions to demonstrate both to our clients and to ourselves that we are thinking mobile first, ensuring that width problems are all solvable from the outset and that as we scale our wireframing upwards content can neatly and evenly adapt to fit desktop widths.

     

     

     

     

     

     

     

     

    via boagworld.com

    Leigh Howells takes a close look at wireframing for responsive design.

    • Tweet
  • Sketches and Wireframes and Prototypes! Oh My! Creating Your Own Magical Wizard Experience

    • 25 Jan 2012
    • 0 Responses
    •  views
    • wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost

    Why is every conversation about wireframes I’ve encountered lately so tense? For instance, at a recent UX Book Club meeting whose topic was a discussion of some articles on wireframes, the conversation moved quickly from the actual articles to the question of what a wireframe even was. What the discussion came down to was this: no one knows the answer, and trying to find it feels like a wild-goose chase—or like wandering off on our own down a yellow brick road to find the all-knowing and powerful Oz to figure the answer out for us.

    The Wizard of Oz asks questions like: What is courage or heart or a brain? Who should define them for us? As I see it, UX design suffers from similar definitional issues. We don’t all mean the same thing when we say sketch or wireframe or prototype. So how can we all get on the same page? There are differences between a sketch, a wireframe, and a prototype, but how can we understand the distinctions and the best use of each? And what is their value as communication vehicles? Let’s discuss what separates a sketch from a wireframes from a prototype.

    Sketches

    “The intention of sketching is to separate design from the process of making.”

    Sketching and design emerged during the medieval period, so these concepts are nothing new. However, what I believe many people forget is that the intention of sketching is to separate design from the process of making. In the context of design, sketching is rapid, freehand drawing that we do with no intention of its becoming a finished product. In fact, many times, sketching is only a foundation upon which we can overlay our actual design work. Thus, sketching is a tool that supports the process of making, not the actual design itself. Unfortunately, it’s all too easy to forget this fact in our quest to get to an end product. We sometimes hold onto our sketches like they are the be-all and end-all of design. Sketches should be

    • quick—Making them does not require long periods of time.
    • timely—You can create sketches on demand.
    • inexpensive—Creating them is cheap, using materials you have on hand.
    • disposable—You don’t care if sketches get thrown away.
    • plentiful—Sketches don’t exist in isolation of one another.
    • clear and use a common vocabulary—Sketches comprise simple symbols and lines.
    • fluid—They have a fluidity of line and flow that imply creativity.
    • minimally detailed—Sketches are conceptual and suggest structure.
    • appropriately refined—They communicate just enough so others can understand your intent.
    • suggestive and exploratory rather than confirming—When sketching, you haven’t yet made any concrete decisions.
    • ambiguous—You have yet to work out the details, then overlay your design on the foundation your sketches provide.

    Wireframes

    “A wireframe’s purpose is to communicate and explore the concepts that come out of sketching—that is, those concepts you actually want to pursue further during user interface design.”

    A wireframe, in comparison, is a basic visual guide we use to suggest the structure of a Web site, as well as the relationships between its pages. Wireframes come long before we do any visual design. A wireframe’s purpose is to communicate and explore the concepts that come out of sketching—that is, those concepts you actually want to pursue further during user interface design. Wireframing lets us outline a Web site’s basic, overall structure and flow and helps us explore divergent ideas from our sketches. I like Will Evans’ definition of wireframes in a recent article called “Shades of Grey: Wireframes as a Thinking Device.” He says, “for me, wireframes act as a form of thinking device for the setting and exploration of a given problem space.”

    You’ll see there isn’t much change from sketch to wireframe—merely a slight refinement and greater formalism. Our initial drafts of wireframes remain tools or artifacts that we use during the process of making to aid conversations as design moves forward. Wireframes should be

    • quick—Making them does not require long periods of time, but they do take longer than sketches.
    • inexpensive—Creating them is cheap, using materials and tools you have on hand.
    • viable—Wireframes are not as plentiful as sketches, so you should have narrowed your concepts down to viable options.
    • clear and use a common vocabulary—Wireframes comprise simple symbols, lines, and indicators of interactivity.
    • minimally detailed—They are conceptual and suggest structure.
    • appropriately refined—They communicate a sense of structure and layout.
    • confirmatory—Wireframes present concepts that need validation. When creating wireframes, you still haven’t made any concrete decisions.
    • ambiguous—You have yet to work out the finer points of interaction and content.

    Prototypes

    “Our designs are still not final, but we have defined a set of ideas we know can actually be pursued, and we begin to refine and exemplify them.”

    As we iterate our wireframes and get clarity on requirements and constraints, some of our ideas naturally fall away. It is at this stage I would say a real prototype exists. Our designs are still not final, but we have defined a set of ideas we know can actually be pursued, and we begin to refine and exemplify them. We may invest some light coding in them to achieve a degree of interactivity, but a prototype is still a communication tool and artifact. Prototypes should be

    • quick—They should require only minimal development effort.
    • inexpensive—The development they require does not require a major investment.
    • clear and use a common vocabulary—Prototypes comprise simple symbols, lines, interactive components, and content.
    • detailed—Prototypes include content and interactivity.
    • appropriately refined—They represent an almost real application—though with a faked user experience.
    • validated—In prototypes, a design is no longer ambiguous or suggestive. A prototype is an actual instantiation of an idea. However, it may still require fine tuning.

    Understanding the Continuum

    “There is no clear boundary line separating these design artifacts….”

    Now comes the tricky part: deciding when a sketch stops being a sketch and becomes a wireframe, then a prototype. There is no clear boundary line separating these design artifacts, which is probably what makes our conversations about them so contentious and hard to articulate. In Bill Buxton’s book, Sketching User Experiences, he provides some descriptors of sketches and prototypes that ring true with me (see Table 1). They elicit the feelings the ends of the continuum should embody.

    Table 1—The Sketch to Prototype Continuum, from Sketching User Experiences

    Sketch Prototype

    Evocative

    Didactic

    Suggest

    Describe

    Explore

    Refine

    Question

    Answer

    Propose

    Test

    Provoke

    Resolve

    Tentative

    Specific

    Noncommittal

    Depiction

    In Figure 1, I’ve attempted to articulate a Sketch to Design Continuum visually. This illustration depicts the relationships between a design’s level of commitment and fidelity and what you are trying to communicate. These are the factors that matter when deciding where you are in this continuum. While the lines demarcating sketches, wireframes, and prototypes aren’t clear, the phases of ideation, concept validation, and refinement and usability are—and that’s where we should focus our attention.

    Figure 1—The Sketch to Design Continuum

    Sketch to Design Continuum

    Sketches or wireframes support ideation and concept validation, while wireframes or prototypes are important for refinement and usability testing. When we are exploring and validating our divergent design ideas, a lack of commitment is important and beneficial. This allows us to be more flexible in our iterations and, therefore, more creative. As we start to whittle down our design options and refine those that merit further exploration, we need to start articulating them in a more realistic manner, so everyone on a product team can participate in the design conversation with the same understanding. This is why it’s more important in later phases to create wireframes or prototypes.

    There are also clear differences in the communication that happens during each phase that help distinguish which artifact is the best vehicle. And lastly, you can see that the amount of iteration that occurs gets smaller and farther apart as we move toward the ultimate design. This is a natural progression as divergent ideas converge in an actual solution.

    Why the Differences Don’t Matter If You Get the User Experience Right

    “The reality is that wireframes are a design artifact—that is, a tool that facilitates the process of making that leads to design.”

    We often consider our wireframes as deliverables, or final products, but this just isn’t the reality. This can be a tough lesson to learn. I know I’ve already spent a lot of time deciphering the semantics, but we couldn’t have gotten to this point without having first cleared some of that up. The reality is that wireframes are a design artifact—that is, a tool that facilitates the process of making that leads to design. Buxton says the lesson The Wizard of Oz teaches us is that, if we can do an effective job of following the example of the Wizard, we, too, can conjure up systems that let the people who use our products have real and valid user experiences, before any system exists in any real sense of the word. Keep the following in mind:

    • It is the fidelity of the user experience, not the fidelity of the sketch, wireframe, or prototype that is important from the perspective of ideation.
    • We can use anything we want to conjure up such user experiences.
    • The earlier we create such design artifacts during the product development lifecycle, the more valuable they generally are.
    • It is much easier, cheaper, faster, and more reliable to find a little old man who can create the illusion of wizardry with a microphone and some loud speakers than it is to find a real wizard. Fake it before you actually build it.

    Think about this: Developers never actually implement a wireframe as it is—or, at least, I hope they don’t! That doesn’t diminish the importance of wireframes by any means. Creating these artifacts is critically important to a successful design process that leads to a successful product. Let’s just remember the purpose of these artifacts. As Will Evans says, “I use my sketches and wireframes as [a] means to make explorative moves and assess the consequences of those moves. As I explore the problem space, I could relatively easily keep the design models in my head, but I would fail in my primary objective to create a framework for a conversation among the stakeholders, the intended audience, and me.”

    The Rehearsal to Production Continuum

    “If we treat our sketches, wireframes, and prototypes as what they are—artifacts of the design process—we can see the whole process as nothing more than an iterative rehearsal process.”

    If you’ve read any of my other columns, you are probably wondering where the theater is—besides the example of The Wizard of Oz that is. This time, I felt the need to clear up some preliminary points before getting to any theatrical analogy, but here it is: if we treat our sketches, wireframes, and prototypes as what they are—artifacts of the design process—we can see the whole process as nothing more than an iterative rehearsal process, as shown in Figure 2.

    I keep coming back to an idea that I first discussed in my column “The UX Designer’s Place in the Ensemble” and again, in more detail, in “Putting Together a Production: A Rehearsal Strategy for Design.” As I said in that second column, design is not a linear process. Rather, like rehearsal, design is a process that has

    • an iterative cycle
    • distributed, independent, simultaneous invention
    • unifying action
    • a director who facilitates
    • a forum for conversation
    • a way of establishing structure—in design, the design artifact

    Figure 2—The Rehearsal to Production Continuum

    Rehearsal to Production Continuum

    Looking Beyond a Single Production

    “Rehearsal is just one example of how theatrical productions know how to articulate and separate the process from the product.”

    Rehearsal is just one example of how theatrical productions know how to articulate and separate the process from the product. Looking at a bigger picture than any actual, individual theatrical production, there are other parallels to the concepts of sketching, wireframing, and final design in some types of theatrical productions as well.

    For example, a sketch is like a staged reading. A staged reading is very much what it sounds like. The actors get up on stage, with almost no rehearsal and no memorization, and run through a show with script in hand. There is no production and minimal, if any, blocking or prep time. A staged reading is a creative experiment in a realistic setting, with an audience that provides feedback. It never turns into anything more, and a theatrical group usually performs it only once. Similar to a quick sketch that you can dispose of later, a staged reading is a tool that lets you talk about a story and its concept with an audience.

    A show in a black-box theatre, which seats less than 150 people, is not much more than a prototype or proof of concept. It is a performance that occurs in a small space and has minimal production or technology. The people producing it have narrowed down their ideas, and the content and interactions are there, but they have undertaken no major development. We expect a performance that feels real, and such a show is much like a fully produced show, but its run is short lived, lasting only a few weeks at most.

    A Broadway show, on the other hand, is a fully developed product. Lots of work, technology, marketing, and money have gone into it. Shortly before opening night, you can do only minor testing to tweak what is essentially a finished product—similar to doing usability testing at the end of a product development cycle—because big changes would be both difficult to do and expensive. This is the kind of production that runs years—or maybe even decades for a show like Cats.

    Become Your Own Oz

    “Whatever we call them, all three of these design artifacts are relevant when we use them in the right phase, for the right purpose.”

    Ultimately, I do feel the conversation at our UX Book Club meeting was a good one. It’s nice to get a handle on the perceptions and semantics that are out there and understand what the issues really and truly are. Whatever we call them, all three of these design artifacts are relevant when we use them in the right phase, for the right purpose. But, to make the right decisions for your own projects, you need to become your own Oz. Create design artifacts that adequately define a user experience to help you get good answers to your design questions. When we use these tools as communication vehicles during the design process and understand that they are not themselves the end product, they can help us to design successful products.

    via uxmatters.com

    This article was originally posted over at UXmatters by Traci Lepore. The title already tells, Tracy is comparing three tools: sketches, wireframes and prototypes.

    • Tweet
  • Visualising the User Experience

    • 18 Jan 2012
    • 0 Responses
    •  views
    • wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost
    via slideshare.net

    Great slidedeck by Grant Robinson, Senior Designer at Xero, from his talk at Web Directions South in Sydney Oct 2009.

    • Tweet
  • A simpler and faster alternative to wireframes | SachaGreif.com

    • 11 Jan 2012
    • 0 Responses
    •  views
    • ux wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost
    Josh DiMauro via Flickr

    Photo credit: Josh DiMauro via Flickr


    I recently explained why wireframes can hurt your project. My point was that in a lot of cases, you can save time by designing in Photoshop straight away or using a HTML prototype to flesh out your app. But some people rightly pointed out that wireframes were a better tool for sharing information in a way that’s approachable to people without design or coding skills.

    Although that’s a good point, in my opinion there’s a better, faster, and easier way to accomplish that goal: prioritized lists.

    Wireframes: an evil force of destruction and despair?

    Goals and elements

    It’s an extremely simple technique, and you don’t need any special kind of software to do it. You can do it inside a plain old email, and here’s how it works. For each page, make a list of all of that page’s goals and elements.

    A goal is the reason that page exists in the first place. For a homepage, it could be something like “make people sign up”. For a support page, it could be “make it easy for people to contact us”, or maybe “route people through the right support channels so they don’t need to contact us”. You goal list should generally have between 1 and 3 items. Any more than that and it means your page lacks purpose and will not be effective.

    And an element is simply anything that appears on the page: buttons, navigations, taglines, forms, etc. Your element list should include between 5 and 10 items, depending on how thorough you want to be. For example, it’s usually not very useful to list every single navigation element as separate items, and you can also omit basic elements that already have a fixed location like the logo or footer.

    A call-to-action button on Zendesk.com

    Once you have your two lists, sort everything in three buckets: Most Important, Important, and Secondary. Your “Most Important” bucket should not have more than 1 to 3 items, otherwise it’s a symptom of an unfocused page. Your “Important” bucket will usually have about 4-5 items, and the “Secondary” bucket simply contains all the other stuff.

    Focusing on content

    The advantages of this technique over traditional wireframes are two-fold: first, it’s quicker and simpler to do. But the other big advantage is that it encourages people to think in terms of goals and content rather than layout. Removing the layout from the equation completely means that all design decisions will belong to the designer when it comes time to create a Photoshop mock-up or a HTML prototype, and those decisions will be much more meaningful at that stage.

    An example: Zendesk.com

    Since the easiest way to learn is by studying a concrete example, let’s pick a site (for example, the great Zendesk.com by the fine folks at the Cuban Council) and apply this technique retroactively.

    The Zendesk.com homepage

    Goals

    • Get people to try the service

    Elements

    Most Important

    1. “Try it free” button
    2. Tagline

    Important

    1. Main navigation (home, pricing, customers, your)
    2. “What is Zendesk” paragraph
    3. Companies using Zendesk

    Secondary

    1. Secondary navigation (contact us, resources, login)
    2. “Close your customer loop”
    3. “Register for live webinar”
    4. “Your guide to selecting help desk software”

    That’s it! Of course, coming up with that list in the first place takes some time and effort, but it’s still a fairly quick process compared to whipping up a wireframe.

    You’ll notice I left out some elements. For example I didn’t mention the homepage screenshots illustration at all. That’s because this kind of graphics is there to support your message, but it’s usually not the message itself. At this stage of the process, you probably won’t know what will work best yet, and that kind of decision is best left to your designer.

    I hope you’ll get a chance to try this technique for your next project, and be sure to let me know how it worked for you.

    via sachagreif.com

    Sasha Greif just recently published this follow up on his article "Why wireframes can hurt your project". With "A simpler and faster alternative to wireframes" he introduces a technique that prioritizes content and focuses on goals and elements before a Photoshop design or HTML prototype comes into play.

    • Tweet
  • Repeat after me: wireframes are not visual design - thinkUX

    • 21 Dec 2011
    • 0 Responses
    •  views
    • wfwd wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost

    Over the years I have perfected a special skill. It goes like this:

    I send out wireframes for review and feedback. These may be low fidelity sketches or high fidelity interface mock-ups. Whatever they are I send them out for comment because I believe in a collaborative process.

    I compose the email, explain what wireframes are and how they are not indicative of actual design etc. and press send. Then I wait...

    And here is where my special skill comes in because I sense what is coming next. It's inevitable. At some point - typically within the first 15 minutes - a colleague and/or client is going to come back and write the following:

    "These are good but it would be great if you could add more colour."

    Figure 1: Spot the difference, one is a low fidelity wireframe the other is a visual design

    Obviously at this point I smile/sigh to myself in despair. It doesn't matter how many times I iterate the purpose of wireframes and how they are differentiated from visual design by their very nature and concept, people still misinterpret their purpose.

    In some ways I understand this. It's human behaviour. People think visually and so they are cognitively pre-conditioned to think that a wireframe is intended to convey design. They see the broad outline of an interface and rather than focus on perhaps the interactive elements and the mode of navigation, they think about copy and imagery and of course, colour. But here is the crux of my argument.

    There is design and there is visual design - in this context the two are very different. The visual graphical layer should come much later in a product's development - it's the skin that brings a product to life but it is not the element that will define:

    • What elements rest on each page
    • How the navigation and link metaphor works
    • How you can cross-sell content/products to users

    These attributes are some of the types of things that the wireframes define. They are as equal in importance to the look and feel but theyare a completely separate element altogether.

    There is often a lot of debate in the IA professional network - some think wireframes are not a part of design at all, and others fervently disagree. It's a messy area. My take has already been explained. If you search the definition of design you can plainly see that wireframes fall into the idea of "specifiying an object intended to accomplish goals in a particular environment". A technical definition that can be roughly translated as a roadmap of how something is going to interact with your users.

    That's what wireframes do. By implication then they won't tell you what colour palette to use. How to brand your product visually. Nor will they tell you what colour to make the links and what treatment you will need to apply to images. That's not an information architect's job. That's a VISUAL designer's.

    I am sure you, reader, know what I am on about. If you work as an information architect I am sure you have some stories of your own to share on this matter. Either way, I think this rant has cleared things up and I feel good about getting it all out in the open.

    I will step down from my soapbox now.

    via blogs.msdn.com

    Amir Karim, User Experience Architect at Microsoft elaborates wireframes.

    • Tweet
  • The Right Way to Wireframe

    • 14 Dec 2011
    • 0 Responses
    •  views
    • rwtwf wfwd wireframes wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost
    via youtube.com

    The right way to wireframe by Russ Unger. #rwtw

    • Tweet
  • Design/Content Workflow

    • 7 Dec 2011
    • 0 Responses
    •  views
    • infographic ux wfwd wireframe wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost
    Media_httpmediasmashi_xlera
    via media.smashingmagazine.com

    Image credit: Chris Depa, Straight North

    • Tweet
  • Why Sketching And Wireframing Ideas Strengthens Designs | SpyreStudios

    • 23 Nov 2011
    • 0 Responses
    •  views
    • ux wfwd wireframes wireframewednesday
    • Edit
    • Delete
    • Tags
    • Autopost

    Additionally, sketching helps us change our ideas to make them more reasonable where they can become a reality, and gives us a general outline when we bring our design ideas to say, Photoshop.

    Great design ideas should always be sketched out to be better formulated and somewhat finalized before brought to the digital world. Great design ideas should always be sketched out to be better formulated and somewhat finalized before brought to the digital world. This helps us develop on our design idea, which actually helps us provide a better end result or product, than that of whom did not sketch the idea.

    Therefore, eliminating sketching as a process of gaining experience is not a valid point as you are eliminating a crucial process in design that can sometimes make or break a project. To better prove the point on how sketching can strengthen your design ideas, we discuss several benefits to sketching out our designs before making them a reality.

    Eliminates Time Wasted

    Time Wasted
    One obvious factor or benefit of sketching your design ideas is that it eliminates time you could have wasted.

    You may be wondering how sketching can eliminate wasted time while you could simply start right into Photoshop or Fireworks. You have a valid point; however, even the greatest ideas need refining. Sketching enables you to plan before actually starting to design. You can solve a lot of UX and design problems by sketching ideas on paper prior to firing up your preferred design software.

    What this means is, spending the time to sketch your idea on paper will actually help you visualize your idea better than you would when you imagine it.

    It allows you to get a better overlook on how it will turn out, and if you do not like how the design idea is turning out on paper, or the idea may not be reachable or feasible, you have not spent the time actually bringing it to life in Photoshop, but rather just a half hour throwing it on paper.

    Therefore, a not so great idea will not waste hours out of your day just to realize that it will be heading straight to your trash bin.

    Helps Expand on Our Ideas

    Expand Ideas
    Whenever we imagine ideas, they are usually the skeleton of what the end result can be.

    However, when you take an idea directly to Photoshop, you do not quite have the brainstorming you would if you brought it to paper to expand on it, and thus great ideas are often suppressed and lost, making your great idea turn into an exceptional idea or design.

    However, by bringing your designs from mind directly to paper, it gives you a completely new and different level of how you visualized it, allowing you to expand on your ideas for the design often bringing it from exceptional, to a mesmerizing drool-worthy design.

    Therefore, it is definitely worth the time and effort to sketch your ideas out before making them a reality.

    Helps with Group Feedback

    Group Feedback
    Let’s face it, when we spend hours and days and weeks bringing an idea to life in Photoshop, we are generally not open to major feedback that will attempt to overhaul all the work, effort, and time we have put into it to bring it to life already.

    We would just reject credible and excellent feedback if it means we need to change a huge chunk of our design such as a structural change, or we would be forced to perform these major changes by a design firm, which causes delays in the completion of the design project.

    However, when you sketch your ideas on paper or on a whiteboard, your group can provide feedback allowing you to bring changes to the sketch in seconds helping make your design an excellent piece of work in the end.

    In fact, many new great ideas whether design or not are structured by brainstorming on paper first with their group before going forth and bringing some sort of prototype to life.

    Increases Creativity

    Creativity
    By bringing your design directly to Photoshop you are limiting your creativity as you are trying to follow the idea you imagined to get some sort of prototype completed before actually changing a few things around.

    A sketch on paper acts like your design prototype for your idea or ideas. This allows you to quickly expand on it by using your creativity before actually bringing it into Photoshop or to the browser for a graphical preview.

    This also happens to save you time from manipulating your prototype in a graphic editing program rather than on paper which tends to only take several seconds rather than several hours.

    Design Evolution

    Design Evolution
    One great thing about sketching out your design ideas is that later on you can look back and see how your design has evolved, from sketch, to prototype, to the final product.

    This not only is just for personal satisfactory, but it actually helps you improve on your final product months down the line.

    When we design websites, we tend to design them specifically for the content we need for that website at that current point in time, however, our sketches often contain different content containers before we scratched them out.

    By going back and looking at our sketches when we are looking for ideas or how our design or designs evolved, it will actually help us bring the containers we eliminated into our current design if we decided we needed such containers or elements later on.

    via spyrestudios.com

    GrindSmart Magazine on idea strengthening with the help of sketch notes and wireframes.

    • Tweet
  • The Importance of Wireframes | Urban Insight Blog

    • 16 Nov 2011
    • 0 Responses
    •  views
    • wfwd wireframes wireframewednesday wiwe
    • Edit
    • Delete
    • Tags
    • Autopost

    Documentation, of course, is critical to defining and confirming your client’s needs, and it’s critical for providing direction to your design and development teams.  As part of your documentation, wireframes provide visual conceptualization that cannot be captured in a text-only document.

    At Urban Insight, when we kick off a new web development project the first document we produce is the formal Project Requirements Document. This starts as a working document and, in its final form provides the client-approved outline of project purpose, feature requirements, technical requirements and creative brief.

    On the heels of the Project Requirements Document we begin development of the wireframes. Wireframes also begin as a working document, have two phases and serve two critical purposes.

    1. To initially communicate basic content layout requirements to designers as input to the creative process
    2. To subsequently provide specific detailed functional requirements to developers

    Between these two phases of development, the wireframes will grow and evolve.

    Input to the design process

    As a major source of input to creative development, wireframes walk a fine line. They must illustrate content priority and content layout as it will best support the website’s business objectives, but beyond that they must not provide a specific sense of design. 

    It's important your designer feels that within the creative process he or she has the freedom to rearrange content items while maintaining their relative importance within the presentation.  It's important that your client remains open to the various creative options that your designer presents. 

    At the end of the first round of wireframe development, your client
    should be happy that the site will effectively communicate what it needs
    to communicate, and that it will lead the each website audience into
    and through the site as required.

    As a wireframe developer, if you have creative sensibilities, this may be a difficult impulse to control. The first round of wireframes, however, should be a technical illustration. Save your thoughts on design for your review you’ll have with your creative team on content layout and creative requirements.

    Home page wireframe
    Home page wireframe as input to design process

    Home page mockup
    Home page mockup from wireframe input and creative brief

    Input to the development process

    Creative development, of course, is its own phase. Once design is signed-off, the wireframe document will subsequently expand to illustrate the requirements for content pages and any further design requirements for those pages, and they will become the document for detailed  page-by-page functional specifications and direction to the developers.

    In the end, the newly launched website may not look a lot like the very first round of wireframes, but what’s important is that they trace the site’s evolution from content requirements to functional requirements and help to produce a website that is user-friendly, compelling and effective for the client.

    Home page wireframe
    Content page wireframe with functional specifications

    Home page wireframe
    Content page final implementation

    via blog.urbaninsight.com

    Kurt Rademaekers on the importance if wireframes.

    • Tweet
  • « Previous 1 2 3 4 5 6 7 8 Next »
  • About

    How Wireframe Wednesday comes to life?
    Wireframe Wednesday functions as some sort of archive for everything related to wireframing, prototyping, information architecture and usability. Everyone, who is interested can speak up and contribute.

    There has been a real flooding of blog posts and articles on these topics recently, so we decided to found the Wireframe Wednesday site and gather all this valuable information in one place.

    Every article, snippet, video, podcast, screencast, review or other contribution to the topic of wireframes should be tagged with: #wfwd

    We will scan the web for valuable articles and repost them on Wireframe Wednesday.

    Disclaimer: All images, documents, etc. published on Wireframe Wednesday are subject to the copyright of its original source. Wireframe Wednesday only reposts the original blogs for archiving purposes.

    56132 Views
  • Archive

    • 2012 (5)
      • February (2)
      • January (3)
    • 2011 (29)
      • December (3)
      • November (4)
      • October (2)
      • September (2)
      • August (2)
      • July (1)
      • June (4)
      • May (3)
      • April (2)
      • March (2)
      • February (3)
      • January (1)
    • 2010 (46)
      • December (2)
      • November (3)
      • October (3)
      • September (4)
      • August (4)
      • July (5)
      • June (4)
      • May (2)
      • April (7)
      • March (12)

    Get Updates

    Subscribe via RSS
    TwitterFacebookPageFacebookBuzz