3 options
Designing UX : prototyping / by Ben Coleman and Dan Goodwin.
- Format:
- Book
- Author/Creator:
- Coleman, Ben, author.
- Goodwin, Dan, author.
- Series:
- Aspects of UX (Series)
- Aspects of UX
- Language:
- English
- Subjects (All):
- World Wide Web.
- Streaming video.
- User interfaces (Computer systems).
- Physical Description:
- 1 online resource (214 pages) : illustrations
- Edition:
- 1st edition
- Other Title:
- Designing user experience prototyping
- Place of Publication:
- Collingwood, Victoria : SitePoint, 2017.
- System Details:
- text file
- Summary:
- It's well known that identifying and fixing problems in design is easier and cheaper if it can be done earlier in the process of design and build. That's because as the fidelity of the project we're working on increases, the effort involved in making changes increases. If we can test out early ideas to see if they work, in small chunks, then we can identify whether those ideas are going to work. To do this, we need to build prototypes. With easy-to-follow, practical advice, this book will show you how to use a number of different prototyping techniques to improve UX. It covers: The prototyping process Paper prototyping Interactive wireframing tools, such as Balsamiq and Axure Dedicated prototyping tools, including Marvel, Invision, and Adobe XD HTML prototypes How to use prototypes in your project workflow
- Contents:
- Intro
- Designing UX: Prototyping
- Notice of Rights
- Notice of Liability
- Trademark Notice
- About Ben Coleman
- About Dan Goodwin
- About SitePoint
- Table of Contents
- Foreword
- Acknowledgments
- Thanks
- Permissions (and Thanks!)
- Who Should Read This Book
- Conventions Used
- Tips, Notes, and Warnings
- Hey, You!
- Ahem, Excuse Me ...
- Make Sure You Always ...
- Watch Out!
- Supplementary Materials
- Defining the Case for Prototyping
- What is prototyping?
- Why use prototypes?
- Testing and Communicating UI Designs
- Saving Time and Money
- Bringing Users into the Design Process
- Engaging Stakeholders in a Meaningful Way
- Designing across Devices and Platforms
- Creating and Testing with Real Content and Data
- What can we prototype?
- Return of the Native
- Information Architecture and Structural Elements
- Layout and Visual Hierarchy
- Interactive Elements
- What can't we do with a prototype?
- Use Quantitative Research to Make Decisions
- Testing for Completion/Conversion Funnel Progress
- Testing Accessibility
- Testing the Impact of Visual Design
- Being the Sole Source of Documentation
- Who are prototypes for?
- Designers
- Developers
- Project and Account Managers
- Business Analysts
- Customer Support Representatives
- Prototyping on a Large Scale
- Summary
- The Prototyping Process
- When to Prototype
- You have an Idea
- Buy-in from Others
- Information Architecture to Visualize, Present, and Test
- A Lengthy User Journey or Several Changes of State over Time
- A Pool of Available Users
- Communicate and Test Designs across Devices
- Lots of Ideas-or No Ideas-for Solving a Problem
- More Time Spent Communicating than Developing
- Specific Aspects of a Design Are Performing Poorly
- Planning
- What are you aiming to achieve?
- What will you test and demonstrate?.
- Where will you place the boundaries?
- How will you use your prototype?
- Who will work on your prototype, and how?
- How much time, budget, and resources do you have?
- What's the starting point for your prototype?
- Gather Resources
- Existing Design Resources
- Stationery (for paper prototyping)
- Content
- Data
- Get On With It!
- Starting Top-down versus Bottom-up
- Recycling Your Material
- Working Collaboratively
- Iterate and Demo, Testing Early and Often
- An Overview of Prototyping Tools and Techniques
- Segmenting and Categorizing Tools and Techniques
- Design Fidelity
- Tool Complexity and Speed of Use
- The Aim of Your Prototype
- Sorting Tools and Techniques into Our Three Categories
- How the Tools Have Been Grouped
- Tools that Failed to Make the Cut
- Paper Prototyping
- What is paper prototyping?
- Pros
- Test Ideas Quickly
- Cheap and Involves No Tools or Training
- Particularly Suited to Collaborating
- Creating a Shared Understanding
- No Training Necessary
- No Technical Constraints
- Cons
- It's Unresponsive
- Lots of Stationery Required
- Needs Supervising
- Takes Practice and Experience to Run Research Sessions
- Not Easy to Share
- Difficult to Edit
- Making Paper Prototypes
- What You'll Need
- Your Approach
- Devices
- Desktop or Laptop
- Tablet
- Phone
- Screens
- Elements
- Interactivity
- Scrolling and sliding
- Menus
- Messages and Pop-up Boxes
- Tabs
- Accordions
- Slide Up / Down Reveals
- Select Boxes
- Checkboxes and Radio Buttons
- iOS / Android Native Design Elements
- Literally Anything
- Drawing Tips
- Paper Prototypes from Digital Files
- Collaboration = Team + Client + Users
- Collaborative Creation of Prototypes
- Materials for a Prototyping Workshop
- Outlining the Purpose
- Ready, Steady, Go!
- Marking the Playing Field.
- Presenting and Testing Ideas
- Voting
- Workshop Outcomes
- Variants on this Approach
- "Responsifying" an Existing Site with Paper Collage
- Screen Capture
- Printing and Converting to PDF for Large Images
- Slicing and Dicing
- Creating a New Design
- Sketching the Gaps
- The Finished Article
- Paper Prototypes in Use
- Presenting Ideas and Soliciting Feedback
- Testing the Prototypes with Users
- Roles in the Test Session
- Anatomy of a Test Session
- Digitizing Paper Prototypes
- Creating Clickable Prototypes from Designs
- From POP to Marvel
- Marvel
- Marvel Summary
- Clickable PDFs
- Linking between Pages in a Design Tool
- Editing an Existing PDF to Add Hyperlinks
- Clickable PDFs Summary
- Tools Dedicated to Creating Clickable Prototypes
- Sketch
- The InVision Craft Plugin for Sketch
- InVision Summary
- Integrated Tools for Drawing and Creating Prototypes
- Common Features in this Category of Prototyping Tools
- Drawing and Design Features
- Features Galore
- Increased Support for Prototyping Interactivity
- Prototyping Workflow Features
- Balsamiq
- Balsamiq Summary
- OmniGraffle
- AppleScript
- OmniGraffle Summary
- Axure
- The Difference between Adaptive and Responsive
- Axure Summary
- Keynote and PowerPoint
- Three Approaches for Using Keynote and PowerPoint for Prototyping
- Creating a Clickable Prototype from an Existing Design
- Using the Built-in Design Tools to Create a Prototype
- Prototyping Animations
- Sharing Prototypes Created in Keynote and Powerpoint
- Keynote &
- Powerpoint Summary
- Adobe XD
- Adobe XD Summary
- Building HTML Prototypes
- The Pros of Using HTML
- Responsive Design
- Flexibility
- Complex Interactions
- Latest Technology
- Resources
- Source Control for Collaboration
- Source Control for a Historical Record.
- Various Sources of Content
- Accessibility
- Speed of Change
- And a Few Cons of HTML
- Learning Challenges
- Experience Limitations
- Planning is a Must
- Your HTML Prototype Planning Kit
- User Research
- Structure and Functionality
- Skills Required
- Tools for Rapid Prototyping
- Preprocessors for Writing CSS
- Tools for Interactivity
- Making Headway with Frameworks
- Bootstrap
- Foundation
- Pattern Lab
- Skeleton
- GDS Prototype Kit
- All the Frameworks
- Using Content in Prototypes
- Sourcing Content
- Using a Content Management System (CMS)
- Example CMSs Used for Prototyping
- Wordpress
- Perch
- Statamic
- Creating Accessible Prototypes
- Making Prototypes Available Online
- Sharing Your Prototype Remotely
- Moving Flat File Prototypes Online
- Moving Content-managed Prototypes Online
- Tools to Automate Deployment
- Managing Databases
- Hosting Providers
- Throwaway versus Reusable Code in HTML Prototypes
- HTML Prototyping Case Studies
- Dorothy House Hospice Care
- The Problem
- The Solution
- The Outcome
- An Online Store
- MacGuffin
- The Outcomes
- BBC Nature Prototype iPad App
- Using Prototypes in Your Project Workflow
- Exploring and Communicating Design Ideas with the Team
- 6-8-5 Sketching
- InVision Options
- Engaging with Stakeholders and Project Teams
- Share at the Right Time, and Keep Sharing
- Ensure Stakeholders Are Seeing the Latest Version
- Efficiently Use Stakeholders' Time and Attention
- Keep Promoting the Prototype
- Be Prepared for Stakeholder Feedback
- Bringing Users into the Design Process Using Prototypes
- Exploring Motivations and Behaviors in Contextual Research
- Testing Your Designs with Users.
- User Research Testing
- In-person/Remote and Moderated/Unmoderated Usability Testing
- Supplementary Prototyping Tools Worth Seeking
- Craft by InVision
- Facebook Origami Studio
- Framer
- Need more of a Coffee Fix?
- Principle
- Xcode.
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed March 27, 2017).
- ISBN:
- 9781492019237
- 1492019232
- 9781492019251
- 1492019259
- 9781492019220
- 1492019224
- OCLC:
- 981256564
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