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Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
Why wireframes-v2
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Why wireframes-v2

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  • 1. • Hundreds of websites • Thousands of pages • Not so pretty • Really difficult to use x 800 = + http://media.photobucket.com/image/crying+dawson/npascare2/dawson-crying.jpg
  • 2. • Streamlined website • Iterative user-centred design process • Focusing on key user tasks • Lots of wireframes
  • 3. • Wireframes are the backbone of good design • They help us focus on: – Content – Functionality – Interaction design – User experience http://www.sharingmachine.com/index.php?item=70
  • 4. 1. Identify the user goal / design challenge
  • 5. 2. Brainstorm ideas via rough wireframes
  • 6. 3. Evaluate The designer explains how it answers the design challenge Co-workers can identify unclear features and potential problems with your concept
  • 7. 5. Eliminate
  • 8. 5. Flesh out the best wireframes Method / Tool Visual quality Perceived state of completion Hand-drawn Rough Appears more changeable Balsamiq Mockingbird Fireworks Visio Polished Appears less changeable http://www.ous.edu/onlinenw/2008/keynote.html
  • 9. 5. Flesh out the best wireframes • Content is king - say no to lorem ipsum! • Use shape and size, not colour and graphics 6. Refine and evaluate http://www.ous.edu/onlinenw/2008/keynote.html
  • 10. • Create a collection of wireframes that represent key user journeys • Seeing the ‘big picture’ helps you refine the smaller steps in the journey
  • 11. • Print wireframes out as they evolve • Stick copies around the office • Encourage people to add notes, ideas, or talk about them
  • 12. • More engagement and buy-in • Avoid late changes by getting early feedback • Focus attention on the purpose and goals of their website
  • 13. • Hard to use = website fail • Online programs like Chalkmark give you first impressions feedback
  • 14. • One-to-one user testing sessions work best • Record it and show your stakeholders how well your wireframes performed with users
  • 15. • Work through early concepts • Identify gaps and opportunities • Get feedback from: – Your team – Your stakeholders – Your website users • Learn early so you avoid costly mistakes • Focus on the overall experience so your final design is as rad as it can be
  • 16. • Expected launch: April 2011 • If anyone is a prospective uni student, or current QUT student, come website testing with us! It’s fun and you’ll get paid!  rebecca.watson@qut.edu.au

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