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Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com IS4445 Principles of Interaction Design Lecture 9: Sketching and Wireframing Rob Gleasure R.Gleasure@ucc.ie.

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Presentation on theme: "Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com IS4445 Principles of Interaction Design Lecture 9: Sketching and Wireframing Rob Gleasure R.Gleasure@ucc.ie."— Presentation transcript:

1 Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com
IS4445 Principles of Interaction Design Lecture 9: Sketching and Wireframing Rob Gleasure

2 IS4445 Today’s session Online discussion Sketching and Wireframing
What Why How When Where Exercise

3 Online discussion How did everyone get on?
What interesting storyboards went up? Bug reports Zooming may make pdf window disappear - outstanding Need an option to change screen name and group name – outstanding Uploading pdfs >2MB will throw an error – kind of fixed Anything else weird or not working?

4 The next next impossible problem
Having told the story of the new-and-improved imagined future world, we must now figure out how the technology actually enables the new story We need to design the interface that links user behaviour to the underlying technology We want this stage to output something that can be implemented with actual code with little or no confusion We want to do this in the quickest way possible A prototype =/= an early-stage development of the system

5 Why Sketching? Sketching is basically just the rapid construction of low-fidelity paper prototypes These vary in terms of quality but you generally want to move as quickly as possible so you can cycle through ideas The ultimate goal is two-part Identify and validate an interface layout (how the items within a screen relate to one another) Identify and validate an interface network (how items on different screens relate to one another) Fail fast, fail early, fail better

6 What is Sketching? Generally involves a pen and paper or something else that allows ideas to be explored and thrown away at minimal cost May also involve large blank pages (or spaces) and post-it notes, where individual screens are likely to contain multiple different sources or categories of information This allows parts of the page to be moved around for trial-and-error-style exploration The idea is not to show off your drawing skills, it’s to find a structure that best matches the needs of the interaction

7 How to Create Sketches Step 1: Divide up a piece of paper or grab a 6-up template (see next slide for example) Take 10 minutes or so to sketch out 6 different ways an interface could work Focus on finding different ways to handle the elements that make you least confident Step 2: Pick the design you like most and refine it on a separate sheet Take your time on this one and feel free to think about shapes, curves, line-weight

8 How to Create Sketches (a template)

9 How to Create Sketches (an example)
Image from

10 Why Wireframing? Wireframing occurs as we move beyond our initial sketches to a more realistic rendering of each interface Wireframing moves beyond the initial exploration of different layouts in sketching to something that can simulate interaction, albeit without any actual dynamic functionality or back-end The ultimate goal is a set of interfaces that can be translated to code without any missing front-end details

11 What is Wireframing? Wireframes are visualisations of the proposed interface that match the structure of the intended system They may or may not also attempt to simulate the look and feel of the intended system Wireframes can be drawn by hand, however most design teams prefer to move to some digital rendering at this point We’re decreasingly concerned about constructing rapid alternatives and being willing to throw away ideas We’re increasingly concerned about having a precise representation of our new system

12 How to create Wireframes?
There are many tools available Check out Andrew Pope’s list at One of the most common is Balsamiq Download at Tutorial at Some learning overhead but very powerful once you get the hang of it Has the advantage of looking like a wireframe

13 How to create Wireframes (continued)?
Another simple option is to build off simple static templates Nice examples at These can then be set as a background for something like Visio, which has many components already built in for wireframes Go File  New  Software and Database  Wireframes

14 How to create Wireframes?
Simple background templates from smashingmagazine

15 How to create Wireframes (continued)?
If you’re looking for inspiration, you may want to have a look at some existing websites, apps, etc. One option is to use the inspector on your browser Another is to use something like Wirify ( Add it to your bookmark Find a website you like Click the bookmark while on that website

16 When to use Sketching and Wireframing?
Sketching and Wireframing are used in the advanced stages of prototyping They allow ideas to be demonstrated and feedback to be obtained from users, who can be shown how the new system will link together different functions This blurs the line between prototyping and testing a little The main difference is sketches and wireframes are a disposable means of identifying whether and how something can be done, with less emphasis on whether it works

17 Where to use Sketching and Wireframing?
Sketching and Wireframing should be used to resolve all front-end ambiguities between Members of the design team The design team and potential users It’s rare that at least some users aren’t a little surprised when they see the wireframes Done well, this stage irons out the last of the ambiguity and miscommunication

18 A note on User Experience (UX) design
The field of user experience design (UX) has grown to capture important but intangible aspects of product/service design Product boxes, animations, imagery, screen transitions, etc. Several companies have thrived in this space, e.g. Bang & Olufsen, Apple UX has steadily increased in importance for two main reasons Mass consumer markets have grown for IT products and non-specialists People use many systems because ‘they just like them’

19 Rules for UX design In it’s simplest sense, it can be broken down into a handful of key ideas Design for an intelligent but lazy user Design around a goal-oriented user story (note - the whole story) Keep it simple, life is complicated enough Once it’s useful, make it useable. Once it’s useable, make it pretty Design should follow the user, even it’s inconvenient Natural textures tend to be preferred Soft edges tend to be preferred

20 Or another way to put it…
Spirovski (2011) adapted Pixar’s 22 rules for designing a journey You admire a designer for their iterations, rather than successes Keep in mind what’s fun to use, rather than design You don’t understand a user’s story until you reach the end of it ‘Once upon a time, there was ___. Every day, ___, so that ___. One day, ___. Because of that, ___. Because of that, ___. Until finally, ___. Simplify, focus, combine features Throw stuff at your design it’s not supposed to be able to handle Know your product/service goals before you start It’s never perfect – let go, make it better next time When you’re stuck, make a list of things that wouldn’t work Pull apart designs and experiences you like

21 Spirovski’s (2011) adapted Pixar rules (continued)
Put it on paper Get past the obvious ideas Give user personas and stories depth Why is this experience so important to you as a designer? How would you honestly feel in the target scenario as a user? What are the stakes for a user in this scenario? Move past ideas – it will be useful somewhere else, eventually Avoid fussing over details if they’re not worth making work Hypotheticals should be used to create problems, not solve them For things you don’t like, ask yourself how could you fix them? Identify with the context What’s the shortest way you can describe an experience?

22 Building your report Identify what you believe to be the most important interface of your proposed system Working individually, take 10 minutes to each sketch out a 6-up for that interface Working collectively, identify the version you think has most promise and create a 1-up with which everyone is happy Repeat for the next most important interface until you run out of time After class, render your 1-ups as wireframes using the technology of your choice and post these on a single pdf to the forum

23 Reading Greenberg, S., Carpendale, S., Marquardt, N., & Buxton, B. (2012). The narrative storyboard: telling a story about use and context over time. Interactions, 19(1), 64–69. Interaction Design Foundation: The Basics of User Experience Design ( Löwgren, J., & Stolterman, E. (2007). Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, USA.


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