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User Experience
Grant Robinson
Senior Interaction Designer at Xero
grant@xero.com
Let’s talk about...
1. Rapid prototyping
2. Visualising the UX with screenflows
3. Movement and transitions
Rapid prototyping
Is this rapid prototyping?
Is this rapid prototyping? Nope!
What is rapid prototyping?
• User-centered design methodology
• For designing, communicating and evaluating
user interfaces
• Getting feedback as early as possible
• Fast
Prototyping life-cycle
Prototyping life-cycle
Hate:
• Not quick enough
• Too dirty (lack context & scale)
• Hard to share amongst team
• Still needs a separate documentation step
Wireframes & page schematics...
http://gapingvoid.com/2007/05/15/random-thought/
Wireframes
Love:
• Good for defining content
• Good for documenting screens
Hate:
• Bad at showing interactivity / flow
• Can’t really use them for testing
• Slow. Too much time spent describing.
HTML wireframes...
• Better success rate
• Much faster
• Less confusion
HTML wireframes
Love:
• Can show interactivity / flow
• Good for simple interaction (links, buttons etc)
• Experienced in the browser (correct context & scale)
Hate:
• HTML, CSS (and JS) knowledge necessary
• Time wasted on hacking layout & advanced functionality
• Design only what you can build
• Can’t throw away, but should
Other interactive prototypes...
Axure (www.axure.com)
Axure (www.axure.com)
SketchFlow (www.microsoft.com/expression)
Other interactive prototypes
Love:
• Good for testing moderately complex interactions
• Some support collecting feedback
• Some can generate specs
Hate:
• Difficult to get custom interactions working
• Can require expertise in proprietary languages
• Often not cross-platform (no love for Mac users)
• Often low-fidelity only
• Make me think like a developer, not a designer
Choosing a prototype technique
What a dilemma!
Visualising the UX
with screenflows
http://gapingvoid.com/2007/05/15/random-thought/
So how do we describe what users do?
Bill Buxton
HCI pioneer
Currently Principal Researcher, Microsoft Research
Movement: the new affordance
• Use movement to orientate user and keep
them in flow
• Explain changes/transformations
Photo credits:
http://www.flickr.com/photos/editor/3370897686/
http://www.flickr.com/photos/fuyoh/748118128/
http://www.flickr.com/photos/celloc/3145987130/
http://www.flickr.com/photos/eraphernalia_vintage/3777808203/
http://www.flickr.com/photos/rcourtie/3500123702/
http://www.flickr.com/photos/rcourtie/3500124362/
http://www.flickr.com/photos/21218849@N03/3902295700/
http://www.flickr.com/photos/21218849@N03/3901459255/
http://www.flickr.com/photos/21218849@N03/3902296466/
http://www.flickr.com/photos/21218849@N03/3901509379/