UI15 - Leah Buley Good Design Faster

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Leah Buley gives a preview of her full-day workshop Good Design Faster: New Techniques for Creative Ideas. Her workshop is at the UI15 Conference November 8-10, 2010 in Boston. Learn more about her workshop at http://www.uiconf.com

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  • I blame it on wireframes.

    Wireframes are probably the most widely recognized and used design deliverable in user interface work, but they have some serious shortcomings.

    They’re detailed, and they take time to produce, which means they’re good for documenting, but not exploring.
  • I blame it on wireframes.

    Wireframes are probably the most widely recognized and used design deliverable in user interface work, but they have some serious shortcomings.

    They’re detailed, and they take time to produce, which means they’re good for documenting, but not exploring.
  • They’re great for detailing one screen at one moment in time. They don’t illuminate many possible directions, or help you weight the benefits among multiple options.
  • And they’re the wrong scope. Good user experiences flow seamlessly, and require the designer to think about how one interesting moment turns into another. Wireframes just show you a page at a time, putting all the burden on your imagination to envision how the overall experience will flow together.
  • If wireframes make it hard to do good design faster, what’s the solution?

    We need a tool that:
    Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on)
    Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind)
    Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  • If wireframes make it hard to do good design faster, what’s the solution?

    We need a tool that:
    Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on)
    Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind)
    Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  • If wireframes make it hard to do good design faster, what’s the solution?

    We need a tool that:
    Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on)
    Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind)
    Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  • If wireframes make it hard to do good design faster, what’s the solution?

    We need a tool that:
    Avoids unnecessary detail (so you don’t waste time documenting what you haven’t yet decided on)
    Reveals the best of multiple solutions (so you can be sure that you’re moving forward with the right design, not just the first design that comes to mind)
    Gets everyone’s input and buy-in (so the design can move forward with many supporters)
  • The tool we’re going to be learning about today does all those things. It’s a lightweight, intuitive process that we call “sketchboards.”

    Sketchboards use analog tools like kraft paper, markers, and sticky notes to help designers do good design faster—and to allow the entire product team to be a part of the design process.
  • Here’s how we’ll be spending our time today:

    8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper)
    10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas)
    1:45-3:15 Big picture thinking (e.g., how to structure sketchboards)
    3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  • Here’s how we’ll be spending our time today:

    8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper)
    10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas)
    1:45-3:15 Big picture thinking (e.g., how to structure sketchboards)
    3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  • Here’s how we’ll be spending our time today:

    8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper)
    10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas)
    1:45-3:15 Big picture thinking (e.g., how to structure sketchboards)
    3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  • Here’s how we’ll be spending our time today:

    8:30 - 10:00Sketching fundamentals (e.g., getting comfy with pen and paper)
    10:20-12:15 Ideation through sketching (e.g., coming up with lots of ideas)
    1:45-3:15 Big picture thinking (e.g., how to structure sketchboards)
    3:35-5:30 Collaborative critique (e.g., how to get the group to say the hard stuff)
  • UI15 - Leah Buley Good Design Faster

    1. 1. Blame it on wireframes
    2. 2. Blame it on wireframes
    3. 3. Blame it on wireframes
    4. 4. Blame it on wireframes
    5. 5. We need a tool that...
    6. 6. We need a tool that...
    7. 7. We need a tool that...
    8. 8. We need a tool that...
    9. 9. Introducing sketchboards
    10. 10. Sketching fundamentals 8:30 - 10:00
    11. 11. Ideation through sketching Sketching fundamentals 8:30 - 10:00
    12. 12. Ideation through sketching Big picture thinking (structure) Sketching fundamentals 8:30 - 10:00
    13. 13. Ideation through sketching Big picture thinking (structure) Collaborative Sketching critique fundamentals 3:35 - 5:30 8:30 - 10:00

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