Kill Your Darlings: Solving Design by Throwing Away Your Prototypes

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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.

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<ul><li> 1. Kill Your Darlings Solving Design by Throwing Away Prototypes October 24, 2014 Joe Sokohl @RegJoeConsults @MojoGuzzi </li> <li> 2. What Well 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 @RegJoeConsults!2 </li> <li> 3. http://deneroff.com/blog/wp-content/uploads/2012/01/Futureworld-02.jpg @RegJoeConsults!3 </li> <li> 4. http://www.fastaanytimelock.com/Frank-Lloyd-Wright-Falling-Water-Site-Blueprint-by-BlueprintPlace.html @RegJoeConsults!4 </li> <li> 5. http://en.wikipedia.org/wiki/Prograph @RegJoeConsults!5 </li> <li> 6. http://www.levenez.com/NeXTSTEP/InterfaceBuilder.jpg @RegJoeConsults!6 </li> <li> 7. @RegJoeConsults!7 </li> <li> 8. @RegJoeConsults!8 </li> <li> 9. version 28! @RegJoeConsults!9 </li> <li> 10. !10 Prototypes Cats and dogs living together </li> <li> 11. What is a prototype, anyway? Representa)ve model or simula)on of the final system Todd Zaki Warfel, Prototyping: A Prac//oners Guide @RegJoeConsults!11 </li> <li> 12. Why Should We Prototype? @RegJoeConsults!12 Reduced risk Smaller systems Less complex systems Reduc)on in creeping requirements Improved visibility </li> <li> 13. Why Should We Prototype? @RegJoeConsults!13 Genera)ve Show, tell &amp; experience Reduc)on of misinterpreta)on Savings in )me/effort/money Reduc)on of waste Real-world value </li> <li> 14. @RegJoeConsults!14 </li> <li> 15. taken to design meetings where they are used to provide a physical reference for discussion and analysis. @RegJoeConsults!15 </li> <li> 16. !16 Throwaway versus Evolutionary Which do we use? </li> <li> 17. As I see it, knowing how to prototype, test, and evaluate results quickly is the most valuable skill for designers of persuasive technology. BJ Fogg, Crea)ng Persuasive Technologies: An Eight-Step Design Process http://www.flickr.com/photos/rosenfeldmedia/3978302604/ @RegJoeConsultsI17 Cycle of Design </li> <li> 18. 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. The answer to my question seems a simple one, doesnt it? http://www.cooper.com/journal/2008/05/the_perils_of_prototyping @RegJoeConsults!18 </li> <li> 19. 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 hUp://www.geekculture.com/joyoWech/joystuff/apple1cake/firstapple.jpg @RegJoeConsults!19 </li> <li> 20. 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 </li> <li> 21. 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 </li> <li> 22. Screen comps Axure/Balsamiq/ iPlotz/iMockup... Hand-coded HTML TAP TAP/EVP @RegJoeConsults!22 TAP EVP Paper Sketchflow/Expression Edge Fireworks </li> <li> 23. !23 Case Study Melding sketches, quick wireframes, and prototyping </li> <li> 24. The Project: Redesign site into a modern, user-centered experience @RegJoeConsults!24 From this To this </li> <li> 25. We Did Heuristic analysis Data analysis Market research analysis Personas Mood boards &amp; visual design User journeys/scenarios @RegJoeConsults!25 </li> <li> 26. Mobile First </li> <li> 27. Mobile 2 </li> <li> 28. Digital Exploration !28 Carrier 12:00 PM Page Title http://www.domain.com Google 1 Classic w/Trip + 2 Classic 3 Basic Benefits Coverages Up to 150% of amount purchased Up to 150% of amount purchased $356 $326 $256 Up to 150% of amount purchased Trip interruption protection Trip interruption protection Trip interruption protection Trip interruption protection Trip interruption protection 1 2 3 </li> <li> 29. !29 Desktop sketch </li> <li> 30. .. !30 </li> <li> 31. More Realized Sketches -- Version 1 !31 </li> <li> 32. More Realized Sketches -- Version 2 !32 </li> <li> 33. Prototyping in Axure (but it could be anything) @RegJoeConsults!33 </li> <li> 34. !34 Many thanks! Joe Sokohl joe@RegularJoeConsulting.com @RegJoeConsults </li> </ul>