Wireframes in Physical Design Yonglei Tao. 1-2 Website Wireframes  A visual guide that represents the framework of a website  Created for the purpose.

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Presentation transcript:

Wireframes in Physical Design Yonglei Tao

1-2 Website Wireframes  A visual guide that represents the framework of a website  Created for the purpose of arranging elements to best accomplish a particular purpose

1-3 Wireframes (Cont.)  Depict  Page layout or arrangement of the website’s content  Screen elements and navigational structures  Focus on what a screen does  Usually lack typographic style, color, or graphics,  Help to create template layouts  Impose a consistent structure throughout the interface

A High-Fidelity Wireframe 

A Low-Fidelity Wireframe 

A Compromise

1-8 Elements of Website Wireframes  Navigation  Placeholders for screen elements including images and content  General layout locations of key elements like header, footer, content columns, navigation  Additional pages to show  A site map that shows where different pages might live on the site  Simple workflow for interactive elements

Adding Annotations  Provide more detail for wireframes and patterns as needed  Any elements that are conditional – when and how they should appear  Links and buttons – what happens when a user clicks them  Any details that you cannot show due to space constraints – like all the options in a long drop-down list  Any elements having business, logical, or technical constraints – such as the length of a password in a field

An Example 

More Example 

Create Wireframes with Patterns  Wireframes can comprise many different patterns  Each is a discrete element with specific functionality  May include instructions, images, text fields, buttons, links, …  Patterns are used to create a complete Web page

A Pattern  Call to action  Placeholder for the pattern above

Sample Pattern Resources  Yahoo!® Design Pattern Library Yahoo!® Design Pattern Library  Martijn van Welie’s Web Design PatternsWeb Design Patterns  “Designing Interfaces” by Jenifer Tidwell  The Diemen Patterns Repository  “The Interaction Design Patterns Page” by Tom Erickson

Creating a High-Level Wireframe  Map out what the page will contain at a high level

Refining the Wireframe  Once you’ve identified the patterns you want to use and started to fill in the high-level page structure  Decide where each pattern should be placed

Creating a Pattern Library  Patterns are often domain-specific  Many of them are reusable  It is better to have an existing library of patterns for the designer to draw from

A Design Process for Web Pages  Choose design patterns  Find a wireframe  Create a design comp and code  Complete a Web page

1 – Choose Design Patterns 

2 - Find a Wireframe 

3 – Create a Design Comp and Code 

4 – Complete a Web Page 

General Tips  Get organized  Version control  Use patterns  Use stencils or symbols  Use master pages and backgrounds  Master pages hold elements that appear on many pages  Background add visual impact or emphasize individual elements Easy to create and ensure consistency in design When updating an element, it will update throughout all wireframes

Tools to Use  Desirable features  Diagramming and vector drawing  Stencils and backgrounds  Master pages and easy page navigation  Clickable prototyping capability  Options  Visio for Windows  OmniGraffle for Mac  HTML/CSS  inDesign and Illustrator

High-Fidelity Wireframes - Mobile App 

Low-Fidelity Wireframes - Mobile App 

References  Lindsay Ellerby, “Wireframing with Patterns”  patterns.php patterns.php  Todd Warfel, “Wireframing with InDesign and Illustrator” indesign-and-illustrator.php