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If you’ve done a good job on brainstorming, you should have a great list of ideas, so you’ll probably have to be very critical to get your list down to two or three ideas you really want to move forward on.
Sketch and Wireframe Designing a prototype involves pulling together your brainstorming ideas.You might want to start by evaluating some similar apps that are already in the Marketplace.You’ll probably discover both good and bad designs.Each offers good opportunities for learning.
Use a whiteboard or pencil and paper to move quickly.Lay out the navigation architecture for your app.Designers call this the information architecture, although that means something completely different to those of us in the content publishing world.No matter what you call it, this step can uncover inconsistencies in your design.It can also inspire ideas for making your app easier to use.I did a quick exercise with some sticky notes and my whiteboard (see Figure 1).This example is really simple, but it shows how this step might look.Each sticky note represents a page in an online shopping application.
Figure 1 Information Architecture Planning
The detail here isn’t important; I drew up each of these pages in less than a minute.The point is to really think through the flow and navigation of your app.Sticky notes are great tools to quickly mock up the pages of an application.And because they’re similar in size to an actual phone screen, they can impart the feel of an actual app.
Using a whiteboard to lay out the navigation makes it easy to move pages around and draw connections without investing too much time.This exercise quickly and obviously shows where there are holes in your planned interface.It also helps you estimate how much coding work you’ll be undertaking to implement your vision.
Try to bring in other people and get their feedback on your information architecture, perhaps coworkers, or friends and family members if you’re working on your own.Walk them through the design, but try not to overexplain.The purpose and navigation of your app should be obvious; keep refining until it is.
Prototyping and User Research Once you’re happy with the pages and navigation of your design, it’s time to create a prototype and start getting some feedback from users.
The prototype doesn’t have to be a working application.Paper prototypes are excellent tools for quickly creating the look and feel of your app to present to users for usability testing (see Figure2).Of course, if you’re using paper, you’ll need to help the user understand how the application works.Do a YouTube search for “paper prototype” and you’ll find many videos showing this process.
Figure 2 Paper Prototype
Once you have a couple of prototypes, invite users in to try them out.Ask users to state their goals within an application rather than to make specific suggestions about UI or interaction.
Try to answer the following questions about the functional elements of your app:
This can be an incredibly powerful and rewarding process.I once watched a design team quickly create new designs on the fly, before the next group of usability test subjects even showed up.They could test out several designs in a single day.Talk about agile!
Iterate and Refine Continue to refine your prototype based on user feedback.Be careful not to get caught up in user requests for more and more features.While some user feedback might alert you to UI problems, most should be absorbed holistically.Keep your application focused and minimal.
Once you’ve refined your design to something you’d like to implement, move to the computer.Consider using a prototyping tool such as SketchFlow (microsoft.com/expression/products/Sketchflow_Overview) to start creating mockups of the actual page designs.Include enough detail so you won’t need to make decisions during coding about:
Make sure you implement all the elements necessary to recreate the interactions you mapped out during prototyping.Confirm that the tasks and operations look and flow correctly based on your earlier usability testing.
The simple workflow chart in Figure 3visually represents the design process I’ve described.
Figure 3 The Design Process
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