Only got to see the tail end of RWTW part one.
Fred opens by saying it’s time to nut up, He also admits that he loves prototyping, and can’t think of a situation where prototyping can’t help your design.
As designers, we’re not making solutions, we’re making hypotheses, and building towards a solution. So the process of design — prototyping is key. You need to be an effective communicator and experimenter.
But it doesn’t matter what tool you use. as long as you go through the prototyping.
Fred uses Axure in this case for Design For Health. He’ll talk about where Axure helped him, and where it bit him in the butt.
At Evantage, they start with the business, and really, in UX design, it’s all about meeting the business goals.
Fred keeps saying that he’s “Not a sexy thinker,” but I think people want to think of him as sexy he says it so much.
He tries to imagine what the users want and sketch for that. He went through 14 sketches with pen and paper to find a flow that he liked. If he did that with Axure, he would have been killed.
He’s doing more modular sketching in components, much like Nathan Curtis does at 8shapes.
He started sketching the interaction flow, again, with pen and paper because he needed to keep revising fast and repeatedly.
Define scenarios and test plan
You don’t have to have real content, but you do have to have realistic content. It helps you test comprehension a little better. But you do need to have a sense of what kind of content is going in.
Structuring a prototype in Axure:
Start with a grid – master so it’s reusable throughout the prototype.
page template custom widget
create pages
Wireframes:
1. Make the wireframe
2. Make it interactive — which is great in axure
Don’t forget, prototyping lets you take bigger risks.
He added a function showing someone very close to being funded, to try and encourage some user to donate and put it over the top. But he has no idea if it’s going to work until he tests the protoype. Now he’s showing some video of him in Axure making the prototype interactive, and allow for real testing in key interactions.
Proof of concept testing
where the benefits of taking the risks are understood and realized.
Prototype only key interactions
Strip test plans to key tasks
run quick tests
Fix what sucks
Retest
Comprehensive testing:
1. Proto. only what’s needed for test and isn’t in your Proof of Concept Prototype
2. Then two rounds of testing to make sure your fixes are actually fixed
3. Make a report. Yes, go through and tell the story to all the different team members can know what is up.
Visual design:
Visual design is an opportunity for your design to evolve. It is not simply refinement.
He makes sure that the designer has all the info, and the context of the decisions that he made going to that point. It’s not about right or wrong. It’s about getting to a better place.
You can’t have babies, you can’t get attached to the project or the design.
Collaborate, don’t dictate to visual designers. Let visual designers take risks, too.
Fred now talking through his video, about how the brain takes in stuff, and craps out ideas.
Take the time to properly set up your prototype. It saves much time and hassle all the way through the project.
Now Fred hands over the mic to Will Evans
Will starts with his conceptual model mapping every possible activity and their interrelationships. He doesn’t have a set process at all, he has a whole range of activities that are employed depending on the client and the needs.
Then he gets into sketching and wireframing.
Many people like to sell on a process. But selling repeatable process is a fallacy. Measure twice, cut once, like a circumcision.
He uses design studio to gather requirements. With the stakeholders in the room, they can sketch, iterate and present their ideas to find out what is important to them.
One of the big things is that it allows people across the company to collaborate. By the time to present a wireframe, they can identify themselves inside the design, and keeps any stakeholder from having too much input in a process based on politics.
Personas
Measure 3x and cut once. Users lie. They don’t want to admit certain truths due to embarassment. Use contextual inquiry or ethnographic study where you can observe.
Functional sitemaps, then sketching Wireflows — which are basically storyboards of the Web experience.
Get into the mind of the user and try to build around the story of how the user wants to accomplish a task.
Sketching Wireframes
He’s able to create many different concepts quickly, a transformative act of working through problems.
Don’t go right from requirements analysis right into a tool. Free yourself from the tools and do basic sketches first.
Keep the sketches quick and dirty. Restrict your time doing this. Iterate through the screens many times.
Wireframes are a thinking device for exploration of the problem space. He recommends Omnigraffle.
ugh. Honestly, in making Will’s video, I’ve seen this so much I’m gonna stop blogging it. You can just see the video:









