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@zoe_guiraudon
INTRO TO WIREFRAMING
AND PROTOTYPING
GENERAL ASSAMBLY @ GOOGLE CAMPUS
@zoe_guiraudon
@zoe_guiraudon
WHAT WILL YOU LEARN TODAY
INTRO TO UX WIREFRAMING PROTOTYPING
@zoe_guiraudon
WHO THE HELL IS SHE?
Zoe Guiraudon
www.zoeguiraudon.com
UX Designer at 100 Shapes
TA at General Assembly
@zoe_guiraudon
MY UX JOURNEY
Finished Uni
Yay!
Continue
Working In
Social Media
Found out
about GA
Al lot of ups and downs
but it was all worth it!
My GA
Experience
I Need a career
change!!!
Teaching
at GA
100 Shapes
ITV
Project
@zoe_guiraudon
INTRO TO USER EXPERIENCE DESIGN
WHAT IS
USER EXPERIENCE?
WHAT IS USER EXPERIENCE?
WE INTERACT WITH PRODUCTS, BOTH DIGITAL AND
PHYSICAL.
WE TRY TO ACCOMPLISH GOALS WHEN USING THESE
PRODUCTS. THIS LEADS US TO HAVING A USER
EXPERIENCE.
WHAT IS USER EXPERIENCE?
JESSE JAMES GARRET
“Experience design is the design
of anything independent of
medium, or across media, with
human experience as an explicit
outcome and human
engagement as an explicit goal.”
WHAT IS USER EXPERIENCE?
DONALD NORMAN
“User experience
encompasses all aspects of
the end-user’s interaction
with the company, its
services, and its products.”
WHAT IS USER EXPERIENCE?
THERE ARE SOME PRODUCTS THAT WE USE DAILY THAT
ARE POORLY DESIGNED AND OFTEN PROVIDE POOR
EXPERIENCES.
CLASS TITLE
TODAY’S CLASSWHAT IS USER EXPERIENCE?
EVERYDAY UX
WHAT IS USER EXPERIENCE?
HAVE A THINK - WHAT WAS THE EXPERIENCE LIKE
COMING TO THIS TALK?
• Transport
• Restaurants/coffee shops
• Architecture
• Sign posting
• Did you use any apps to guide you here?
WHAT IS USER EXPERIENCE?
CAN YOU THINK OF ANY
EXAMPLES OF GOOD OR
BAD EXPERIENCES?
UX COMES FROM PSYCHOLOGY
Thinking
Feeling
Instinct
UX COMES FROM PSYCHOLOGY
INTRO TO USER EXPERIENCE DESIGN
HOW DO WE “DESIGN”
THE USER EXPERIENCE?
DESIGNING THE USER EXPERIENCE
WHAT MOST PEOPLE THINK UX IS
Field research
Face to face interviewing
Creation and administering of tests
Gathering, organising, and presenting statistics
Documentation of personas and findings
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information Architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copy writing
Presentation and speaking
Working tightly with programmers
Brainstorm coordination
Company culture evangelism
Communication to stakeholders
helloerik.com/ux-is-not-ui
DESIGNING THE USER EXPERIENCE
WHAT UX ACTUALLY IS
Field research
Face to face interviewing
Creation and administering of tests
Gathering, organising, and presenting statistics
Documentation of personas and findings
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information Architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copy writing
Presentation and speaking
Working tightly with programmers
Brainstorm coordination
Company culture evangelism
Communication to stakeholders
helloerik.com/ux-is-not-ui
DESIGNING THE USER EXPERIENCE
THE FIELD OF USER EXPERIENCE IS CONCERNED WITH
IDENTIFYING A REAL-WORLD PROBLEM AND USING
DESIGN TO ATTEMPT TO SOLVE IT.
DESIGNING THE USER EXPERIENCE
USER EXPERIENCE IS SUBJECTIVE; WE DESIGN FOR THE
NEEDS OF SPECIFIC TYPES OF USER
DESIGNING THE USER EXPERIENCE
Jesse James Garrett, 2000
Strategy
Scope
Structure
Skeleton
Surface
INTRO TO USER EXPERIENCE DESIGN
WHY IS UX SO
IMPORTANT?
WHY IS UX SO IMPORTANT?
AVOID FEATURITIS
Kathy Sierra, Creating Passionate Users, 2006
Number of features
Userhappiness
“Nice, but I wish it did more…”
“So glad they added this!”
“Cool!”
“I rule!”
“Guess I’d better read the manual”
“Where the f*** did they put that?!”
“Now I can’t even do the ONE
SIMPLE THING I bought this for.”
“I suck at this.”
Happy user peak
RAWR!
MASLOW’S HIERARCHY OF NEEDS
USER EXPERIENCE HIERARCHY OF NEEDS
Aarron Walter, Designing for Emotion 2011
Easy to learn to
perform basic tasks
Basic features that
meet user needs
Service and
functional reliability
Fun, joy and delight
WHO PRACTICES UX DESIGN?
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
CROSS-DISCIPLINE TEAMS
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
Squad
Product
owner
UX’er
Tester
Business
Analyst
Developers
Front-end
developer
@zoe_guiraudon
WHERE DO WIREFRAMING AND
PROTOTYPING FIT IN THE PROCESS?
@zoe_guiraudon
Research Insights PrototypeIdeation
Discover

Business Analysis
Brand Analysis
Competitive Analysis
Technical Research
User Survey
User Interview
Usability Testing
Define

Affinity Map
User Flows
User Journeys
Personas
Feature Prioritisation
Design

Design Studio
Sketching
Paper Prototype
Usability Testing
Iterations
Wireframing
Test, iterate, Validate
Deliver

Digital Prototype
Usability Testing
Iterations
Wireframing
Test, Iterate, Validate
Functional Prototype
@zoe_guiraudon
PrototypeIdeation
Design

Design Studio
Sketching
Paper Prototype
Usability Testing
Iterations
Wireframing
Test, iterate, Validate
Deliver

Digital Prototype
Usability Testing
Iterations
Wireframing
Test, Iterate, Validate
Functional Prototype
Design
TestLearn
Iteration Process
@zoe_guiraudon
WIREFRAMING
@zoe_guiraudon
!
@zoe_guiraudon
1 - ALWAY START WITH PAPER!
IDEAS ARE CHEAP, BUILDING
THING IS EXPENSIVE.
@zoe_guiraudon
CAN YOU DRAW A…
Triangle Circle Cross Rectangle
@zoe_guiraudon
LET’S PLAY A GAME…
CALLED UXIONARY
@zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
@zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
@zoe_guiraudon
PAPER SKETCHES
• Every idea needs user interface
translation
• Good to get the basic concept and
interaction down.
• Sketching always comes before
wireframing
• Sketching helps you brainstorm
ideas with clients
• Sketches can be basic and Still
communicate wonderfully
@zoe_guiraudon
2 - WIREFRAMES
UP THE FIDELITY
@zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
@zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
@zoe_guiraudon
WIREFRAMES
• Grayscale or monochrome
• Good to test interactions
• Good to test usability
• More tangible
• If well done it should make the
next step a “breeze”
@zoe_guiraudon
3 - MOCKUPS
UP UP THE FIDELITY
@zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
@zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
@zoe_guiraudon
MOCKUPS
• This is where you get the visual
design and branding in
• Great to communicate with
stakeholders
• Good to get design feedback
• Additional piece of insight when
testing: Look & Feel
@zoe_guiraudon
TO RECAP
http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/
Sketch Wireframes Mockup CodeIdea
Getting a
basic
concept.
Refining the
concept
further.
Creating
visual
graphic &
content.
Developing
it in the web
browser.
@zoe_guiraudon
THE TOOLS
I use…
Sketch
@zoe_guiraudon
THE TOOLS
But people also use…
Omnigraffle Illustrator InDesign Photoshop Affinity Designer
@zoe_guiraudon
PROTOTYPING
@zoe_guiraudon
“IF A PICTURE IS WORTH 1,000
WORDS, A PROTOTYPE IS
WORTH 1,000 MEETINGS.”
WHY…
- Tom & David Kelly IDEO
@zoe_guiraudon
PrototypeIdeation
Design

Design Studio
Sketching
Paper Prototype
Usability Testing
Iterations
Wireframing
Test, iterate, Validate
Deliver

Digital Prototype
Usability Testing
Iterations
Wireframing
Test, Iterate, Validate
Functional Prototype
REMEMBER THIS?
@zoe_guiraudon
Design
TestLearn
Iteration Process
AND THIS?
@zoe_guiraudon
REMEMBER…
UX is not only
about the look
but also about
the human
interaction.
•To explore and refine
•To communicate and test
‣ Functionality
‣ Flow
‣ Interaction
‣ Animations
‣ Usability
WHY IS PROTOTYPING IMPORTANT?
PROTOTYPES ARE ALL ABOUT THE
USER.
WE TEST THE USABILITY OF OUR
DESIGNS.
• Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
• Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
• Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
• Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
• Learnability - How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency - Once users have learned the design, how quickly can they
perform tasks?
• Memorability - When users return to the design after a period of not
using it, how easily can they reestablish proficiency?
• Error Management - How many errors do users make, how severe are
these errors, and how easily can they recover from the errors?
• Satisfaction - How pleasant is it to use the design?
PRINCIPLES OF USABILITY
@zoe_guiraudon
LEMErrS
USABILITY TESTING
CAN YOU THINK OF ANY SITES OR
APPS WHERE USABILITY TESTING
HASN’T BEEN THOROUGH?
@zoe_guiraudon
WHAT ARE DIFFERENT TYPES
OF PROTOTYPES?
@zoe_guiraudon
REMEMBER THIS?
http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/
Sketch Wireframes Mockup CodeIdea
Getting a
basic
concept.
Refining the
concept
further.
Creating
visual
graphic &
content.
Developing
it in the web
browser.
@zoe_guiraudon
REMEMBER THIS?
Sketch Wireframes Mockup Code
Paper
Prototype
Digital /
Clickable
Prototype
Digital /
Clickable
Prototype
Functional
Prototype
@zoe_guiraudon
REMEMBER THIS?
Sketch Wireframes Mockup Code
Paper
Prototype
Digital /
Clickable
Prototype
Digital /
Clickable
Prototype
Functional
Prototype
Iteration Iteration Iteration
@zoe_guiraudon
IS PROTOTYPE AN MVP*?
* MINIMUM VIABLE PRODUCT
@zoe_guiraudon
WHAT IS THE MVP OF…
A CAR?
@zoe_guiraudon
WHAT IS THE MVP OF…
IS IT A
WHEEL?
@zoe_guiraudon
WHAT IS THE MVP OF…
NO
@zoe_guiraudon
AN MVP IS THE PROTOTYPE
THAT WILL HELP YOUR USER TO
ACHIEVE THEIR GOAL.
@zoe_guiraudon
THE TOOLS
I use…
Marvel Invision POP
@zoe_guiraudon
THE TOOLS
But people also use…
Axure proto.io Flinto UXPin
@zoe_guiraudon
100 SHAPES
http://www.100shapes.com/
hello@100shapes.com
+44-203-7738175
CONTACT US:
@zoe_guiraudon
GENERAL ASSEMBLY
IF YOU ARE INTERESTED IN STUDYING UX
UPCOMING COURSES:
Part Time - 10 weeks: July 26th - September 29th
Part Time - 1 week intensive: August 8th - August 13th
Full Time - UXDI: August 1st - October 7th
@zoe_guiraudon
THANK YOU!
Q&A
ZOE GUIRAUDON
www.zoeguiraudon.com
@zoe_guiraudon

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Wireframe and prototyping google Campus talk by Zoe Guiraudon

  • 1. @zoe_guiraudon INTRO TO WIREFRAMING AND PROTOTYPING GENERAL ASSAMBLY @ GOOGLE CAMPUS
  • 3. @zoe_guiraudon WHAT WILL YOU LEARN TODAY INTRO TO UX WIREFRAMING PROTOTYPING
  • 4. @zoe_guiraudon WHO THE HELL IS SHE? Zoe Guiraudon www.zoeguiraudon.com UX Designer at 100 Shapes TA at General Assembly
  • 5. @zoe_guiraudon MY UX JOURNEY Finished Uni Yay! Continue Working In Social Media Found out about GA Al lot of ups and downs but it was all worth it! My GA Experience I Need a career change!!! Teaching at GA 100 Shapes ITV Project
  • 6. @zoe_guiraudon INTRO TO USER EXPERIENCE DESIGN WHAT IS USER EXPERIENCE?
  • 7. WHAT IS USER EXPERIENCE? WE INTERACT WITH PRODUCTS, BOTH DIGITAL AND PHYSICAL. WE TRY TO ACCOMPLISH GOALS WHEN USING THESE PRODUCTS. THIS LEADS US TO HAVING A USER EXPERIENCE.
  • 8. WHAT IS USER EXPERIENCE? JESSE JAMES GARRET “Experience design is the design of anything independent of medium, or across media, with human experience as an explicit outcome and human engagement as an explicit goal.”
  • 9. WHAT IS USER EXPERIENCE? DONALD NORMAN “User experience encompasses all aspects of the end-user’s interaction with the company, its services, and its products.”
  • 10. WHAT IS USER EXPERIENCE? THERE ARE SOME PRODUCTS THAT WE USE DAILY THAT ARE POORLY DESIGNED AND OFTEN PROVIDE POOR EXPERIENCES.
  • 11. CLASS TITLE TODAY’S CLASSWHAT IS USER EXPERIENCE? EVERYDAY UX
  • 12. WHAT IS USER EXPERIENCE? HAVE A THINK - WHAT WAS THE EXPERIENCE LIKE COMING TO THIS TALK? • Transport • Restaurants/coffee shops • Architecture • Sign posting • Did you use any apps to guide you here?
  • 13. WHAT IS USER EXPERIENCE? CAN YOU THINK OF ANY EXAMPLES OF GOOD OR BAD EXPERIENCES?
  • 14. UX COMES FROM PSYCHOLOGY Thinking Feeling Instinct
  • 15. UX COMES FROM PSYCHOLOGY
  • 16. INTRO TO USER EXPERIENCE DESIGN HOW DO WE “DESIGN” THE USER EXPERIENCE?
  • 17. DESIGNING THE USER EXPERIENCE WHAT MOST PEOPLE THINK UX IS Field research Face to face interviewing Creation and administering of tests Gathering, organising, and presenting statistics Documentation of personas and findings Product design Feature writing Requirement writing Graphic arts Interaction design Information Architecture Usability Prototyping Interface layout Interface design Visual design Taxonomy creation Terminology creation Copy writing Presentation and speaking Working tightly with programmers Brainstorm coordination Company culture evangelism Communication to stakeholders helloerik.com/ux-is-not-ui
  • 18. DESIGNING THE USER EXPERIENCE WHAT UX ACTUALLY IS Field research Face to face interviewing Creation and administering of tests Gathering, organising, and presenting statistics Documentation of personas and findings Product design Feature writing Requirement writing Graphic arts Interaction design Information Architecture Usability Prototyping Interface layout Interface design Visual design Taxonomy creation Terminology creation Copy writing Presentation and speaking Working tightly with programmers Brainstorm coordination Company culture evangelism Communication to stakeholders helloerik.com/ux-is-not-ui
  • 19. DESIGNING THE USER EXPERIENCE THE FIELD OF USER EXPERIENCE IS CONCERNED WITH IDENTIFYING A REAL-WORLD PROBLEM AND USING DESIGN TO ATTEMPT TO SOLVE IT.
  • 20. DESIGNING THE USER EXPERIENCE USER EXPERIENCE IS SUBJECTIVE; WE DESIGN FOR THE NEEDS OF SPECIFIC TYPES OF USER
  • 21. DESIGNING THE USER EXPERIENCE Jesse James Garrett, 2000 Strategy Scope Structure Skeleton Surface
  • 22. INTRO TO USER EXPERIENCE DESIGN WHY IS UX SO IMPORTANT?
  • 23. WHY IS UX SO IMPORTANT? AVOID FEATURITIS Kathy Sierra, Creating Passionate Users, 2006 Number of features Userhappiness “Nice, but I wish it did more…” “So glad they added this!” “Cool!” “I rule!” “Guess I’d better read the manual” “Where the f*** did they put that?!” “Now I can’t even do the ONE SIMPLE THING I bought this for.” “I suck at this.” Happy user peak RAWR!
  • 25. USER EXPERIENCE HIERARCHY OF NEEDS Aarron Walter, Designing for Emotion 2011 Easy to learn to perform basic tasks Basic features that meet user needs Service and functional reliability Fun, joy and delight
  • 26. WHO PRACTICES UX DESIGN? Squad Product owner UX’er Tester Business Analyst Developers Front-end developer CROSS-DISCIPLINE TEAMS Squad Product owner UX’er Tester Business Analyst Developers Front-end developer Squad Product owner UX’er Tester Business Analyst Developers Front-end developer
  • 27. @zoe_guiraudon WHERE DO WIREFRAMING AND PROTOTYPING FIT IN THE PROCESS?
  • 28. @zoe_guiraudon Research Insights PrototypeIdeation Discover
 Business Analysis Brand Analysis Competitive Analysis Technical Research User Survey User Interview Usability Testing Define
 Affinity Map User Flows User Journeys Personas Feature Prioritisation Design
 Design Studio Sketching Paper Prototype Usability Testing Iterations Wireframing Test, iterate, Validate Deliver
 Digital Prototype Usability Testing Iterations Wireframing Test, Iterate, Validate Functional Prototype
  • 29. @zoe_guiraudon PrototypeIdeation Design
 Design Studio Sketching Paper Prototype Usability Testing Iterations Wireframing Test, iterate, Validate Deliver
 Digital Prototype Usability Testing Iterations Wireframing Test, Iterate, Validate Functional Prototype Design TestLearn Iteration Process
  • 32. @zoe_guiraudon 1 - ALWAY START WITH PAPER! IDEAS ARE CHEAP, BUILDING THING IS EXPENSIVE.
  • 33. @zoe_guiraudon CAN YOU DRAW A… Triangle Circle Cross Rectangle
  • 34. @zoe_guiraudon LET’S PLAY A GAME… CALLED UXIONARY
  • 35. @zoe_guiraudon PAPER SKETCHES • Every idea needs user interface translation • Good to get the basic concept and interaction down. • Sketching always comes before wireframing • Sketching helps you brainstorm ideas with clients • Sketches can be basic and Still communicate wonderfully
  • 36. @zoe_guiraudon PAPER SKETCHES • Every idea needs user interface translation • Good to get the basic concept and interaction down. • Sketching always comes before wireframing • Sketching helps you brainstorm ideas with clients • Sketches can be basic and Still communicate wonderfully
  • 37. @zoe_guiraudon PAPER SKETCHES • Every idea needs user interface translation • Good to get the basic concept and interaction down. • Sketching always comes before wireframing • Sketching helps you brainstorm ideas with clients • Sketches can be basic and Still communicate wonderfully
  • 39. @zoe_guiraudon WIREFRAMES • Grayscale or monochrome • Good to test interactions • Good to test usability • More tangible • If well done it should make the next step a “breeze”
  • 40. @zoe_guiraudon WIREFRAMES • Grayscale or monochrome • Good to test interactions • Good to test usability • More tangible • If well done it should make the next step a “breeze”
  • 41. @zoe_guiraudon WIREFRAMES • Grayscale or monochrome • Good to test interactions • Good to test usability • More tangible • If well done it should make the next step a “breeze”
  • 42. @zoe_guiraudon 3 - MOCKUPS UP UP THE FIDELITY
  • 43. @zoe_guiraudon MOCKUPS • This is where you get the visual design and branding in • Great to communicate with stakeholders • Good to get design feedback • Additional piece of insight when testing: Look & Feel
  • 44. @zoe_guiraudon MOCKUPS • This is where you get the visual design and branding in • Great to communicate with stakeholders • Good to get design feedback • Additional piece of insight when testing: Look & Feel
  • 45. @zoe_guiraudon MOCKUPS • This is where you get the visual design and branding in • Great to communicate with stakeholders • Good to get design feedback • Additional piece of insight when testing: Look & Feel
  • 46. @zoe_guiraudon TO RECAP http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/ Sketch Wireframes Mockup CodeIdea Getting a basic concept. Refining the concept further. Creating visual graphic & content. Developing it in the web browser.
  • 48. @zoe_guiraudon THE TOOLS But people also use… Omnigraffle Illustrator InDesign Photoshop Affinity Designer
  • 50. @zoe_guiraudon “IF A PICTURE IS WORTH 1,000 WORDS, A PROTOTYPE IS WORTH 1,000 MEETINGS.” WHY… - Tom & David Kelly IDEO
  • 51. @zoe_guiraudon PrototypeIdeation Design
 Design Studio Sketching Paper Prototype Usability Testing Iterations Wireframing Test, iterate, Validate Deliver
 Digital Prototype Usability Testing Iterations Wireframing Test, Iterate, Validate Functional Prototype REMEMBER THIS?
  • 53. @zoe_guiraudon REMEMBER… UX is not only about the look but also about the human interaction.
  • 54. •To explore and refine •To communicate and test ‣ Functionality ‣ Flow ‣ Interaction ‣ Animations ‣ Usability WHY IS PROTOTYPING IMPORTANT?
  • 55. PROTOTYPES ARE ALL ABOUT THE USER. WE TEST THE USABILITY OF OUR DESIGNS.
  • 56. • Learnability - How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency - Once users have learned the design, how quickly can they perform tasks? • Memorability - When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Error Management - How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction - How pleasant is it to use the design? PRINCIPLES OF USABILITY
  • 57. • Learnability - How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency - Once users have learned the design, how quickly can they perform tasks? • Memorability - When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Error Management - How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction - How pleasant is it to use the design? PRINCIPLES OF USABILITY
  • 58. • Learnability - How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency - Once users have learned the design, how quickly can they perform tasks? • Memorability - When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Error Management - How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction - How pleasant is it to use the design? PRINCIPLES OF USABILITY
  • 59. • Learnability - How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency - Once users have learned the design, how quickly can they perform tasks? • Memorability - When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Error Management - How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction - How pleasant is it to use the design? PRINCIPLES OF USABILITY
  • 60. • Learnability - How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency - Once users have learned the design, how quickly can they perform tasks? • Memorability - When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Error Management - How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction - How pleasant is it to use the design? PRINCIPLES OF USABILITY
  • 62. USABILITY TESTING CAN YOU THINK OF ANY SITES OR APPS WHERE USABILITY TESTING HASN’T BEEN THOROUGH?
  • 63. @zoe_guiraudon WHAT ARE DIFFERENT TYPES OF PROTOTYPES?
  • 64. @zoe_guiraudon REMEMBER THIS? http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/ Sketch Wireframes Mockup CodeIdea Getting a basic concept. Refining the concept further. Creating visual graphic & content. Developing it in the web browser.
  • 65. @zoe_guiraudon REMEMBER THIS? Sketch Wireframes Mockup Code Paper Prototype Digital / Clickable Prototype Digital / Clickable Prototype Functional Prototype
  • 66. @zoe_guiraudon REMEMBER THIS? Sketch Wireframes Mockup Code Paper Prototype Digital / Clickable Prototype Digital / Clickable Prototype Functional Prototype Iteration Iteration Iteration
  • 67. @zoe_guiraudon IS PROTOTYPE AN MVP*? * MINIMUM VIABLE PRODUCT
  • 68. @zoe_guiraudon WHAT IS THE MVP OF… A CAR?
  • 69. @zoe_guiraudon WHAT IS THE MVP OF… IS IT A WHEEL?
  • 71. @zoe_guiraudon AN MVP IS THE PROTOTYPE THAT WILL HELP YOUR USER TO ACHIEVE THEIR GOAL.
  • 73. @zoe_guiraudon THE TOOLS But people also use… Axure proto.io Flinto UXPin
  • 75. @zoe_guiraudon GENERAL ASSEMBLY IF YOU ARE INTERESTED IN STUDYING UX UPCOMING COURSES: Part Time - 10 weeks: July 26th - September 29th Part Time - 1 week intensive: August 8th - August 13th Full Time - UXDI: August 1st - October 7th