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 ...
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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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.
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.
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)
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)
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)
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)
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.
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)
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)
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)
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)