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7

Prototyping

Prototyping digital artifacts and software

Wireframing

Wireframing uses nongraphical schematics of digital interfaces and their structure to show how they fit together and create alignment within the design team.

01 See, for example, Brown, D. M. (2010). Communicating Design: Developing Web Site ­Documentation for Design and Planning. New Riders.

Wireframes are nongraphical schematics of the layout or arrangement of a web page or a software/app interface, including navigational structures as well as content elements. [01] Most of the elements, however, are more hinted than explicit, which makes early wireframes fast to create, requiring less specialized skills and resources. 

Wireframes are often used to align the different disciplines within a design team. Connecting the underlying conceptual structure (including available functions or information architecture) to the visual design, wireframes help the team to understand and explore how the different parts of the software work together. They can also be used to map out user journeys or act as the starting point for a paper prototype or interactive click-model. Wireframes are like a versatile blueprint for digital interfaces and can also be used to define user interface specifications, transitions, and gestures, as well as to map many other important aspects.

Duration
1–2 hours to a couple of days, depending on the ­complexity of the prototype
Physical requirements
Space, pens, paper, sticky notes for annotation, ­whiteboard, digital camera
Energy level
Low
Participants
2–10
Researchers/Facilitators
1 or more
Research techniques
Use-it-yourself, participant observation
Expected output
Research data (specifically bugs, insights, and new ideas), raw ­video footage and photos, documentation of updated ­wireframes and annotations
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.
Wireframes help the design team to ­understand and explore how the different parts of software work together. They ­connect the conceptual structure, functions, or ­information architecture to the visual design.

Step-by-step guide
PREPARATION

  1. Choose the user: What user are you going to test the wireframes with? Choose a persona or a specific user type.
  2. Review scope and clarify prototyping questions: Briefly reflect. What is your scope? What do you want to learn from this prototyping activity? Do you want to test the whole experience or just a part? Which parts are you most interested in? Do you want to address one target group or more? Is the high-level structure clear? Do you need to separate landing pages? Do you only want to identify the right structure or do you also want to test the storyline? And so on. Also think about who you want or need to involve. Is it just for within the project team, or are you planning to involve potential users or other stakeholders?
  3. Prepare wireframes: Sketch rough versions of the different screens of the interface on paper, on whiteboards, or in a special wireframing app. Don’t use color or specific fonts. Leave out aesthetics as much as possible. Use placeholder content.

Step-by-step guide
USE/RESEARCH

  1. Present the wireframes to your audience: Establish the context in which the presented wireframes will be used in the future application. Then introduce the wireframes, explain visual conventions, and present key elements.
  2. Solicit feedback: Discuss with the team or a selected audience.
  3. Document as you go along: Add annotations to capture changes and new ideas about the behaviors of interface elements. You might also add details about the content or the context in which the system might be used.
End of
Method
Wireframing
Taken from #TiSDD
Chapter
7
Prototyping
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