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needsOPEN SOURCE 
DESIGN
DIY Design
Design?
Design? 
• User Experience (UX)
Design? 
• User Experience (UX) 
• Information Architecture (IA)
Design? 
• User Experience (UX) 
• Information Architecture (IA) 
• Interaction (IxD)
Design? 
• User Experience (UX) 
• Information Architecture (IA) 
• Interaction (IxD) 
• Visual (UI)
User Experience
User Experience 
• Primary Purpose: Understand the user, their needs, 
and help make it easy for them to accomplish their 
task.
User Experience 
• Primary Purpose: Understand the user, their needs, 
and help make it easy for them to accomplish their 
task. 
• Work
User Experience 
• Primary Purpose: Understand the user, their needs, 
and help make it easy for them to accomplish their 
task. 
• Work 
• Research, User Interviews, etc.
User Experience 
• Primary Purpose: Understand the user, their needs, 
and help make it easy for them to accomplish their 
task. 
• Work 
• Research, User Interviews, etc. 
• Deliverables
User Experience 
• Primary Purpose: Understand the user, their needs, 
and help make it easy for them to accomplish their 
task. 
• Work 
• Research, User Interviews, etc. 
• Deliverables 
• Personas, Flows, Wireframes, Prototypes
Personas
Personas 
• Definition: A persona is a user-archetype, a fictional 
representation of target users designers and 
developers can use to help guide decisions about 
product, features, navigation, visual design.
Personas 
• Definition: A persona is a user-archetype, a fictional 
representation of target users designers and 
developers can use to help guide decisions about 
product, features, navigation, visual design. 
• Goals:
Personas 
• Definition: A persona is a user-archetype, a fictional 
representation of target users designers and 
developers can use to help guide decisions about 
product, features, navigation, visual design. 
• Goals: 
• Establish the user (primary) for the product
Personas 
• Definition: A persona is a user-archetype, a fictional 
representation of target users designers and 
developers can use to help guide decisions about 
product, features, navigation, visual design. 
• Goals: 
• Establish the user (primary) for the product 
• Help clients/designers/developers to separate 
themselves from the project
Personas
Flows
Flows 
• Definition: A visual hierarchy for navigation, 
website organization, and use cases.
Flows 
• Definition: A visual hierarchy for navigation, 
website organization, and use cases. 
• Goals:
Flows 
• Definition: A visual hierarchy for navigation, 
website organization, and use cases. 
• Goals: 
• Organize priorities (mobile first)
Flows 
• Definition: A visual hierarchy for navigation, 
website organization, and use cases. 
• Goals: 
• Organize priorities (mobile first) 
• Simplify (in existing projects)
Flows 
• Definition: A visual hierarchy for navigation, 
website organization, and use cases. 
• Goals: 
• Organize priorities (mobile first) 
• Simplify (in existing projects) 
• Establish Navigation (holy temple)
Flows
Wireframes
Wireframes 
• Definition: A basic visual guide used in interface design to 
suggest the structure of a website and relationships between 
its pages. A webpage wireframe is a similar illustration of the 
layout of fundamental elements in the interface.
Wireframes 
• Definition: A basic visual guide used in interface design to 
suggest the structure of a website and relationships between 
its pages. A webpage wireframe is a similar illustration of the 
layout of fundamental elements in the interface. 
• Goals
Wireframes 
• Definition: A basic visual guide used in interface design to 
suggest the structure of a website and relationships between 
its pages. A webpage wireframe is a similar illustration of the 
layout of fundamental elements in the interface. 
• Goals 
• Information Hierarchy
Wireframes 
• Definition: A basic visual guide used in interface design to 
suggest the structure of a website and relationships between 
its pages. A webpage wireframe is a similar illustration of the 
layout of fundamental elements in the interface. 
• Goals 
• Information Hierarchy 
• Preliminary Layout (respect the visual/interface designer)
Wireframes 
• Definition: A basic visual guide used in interface design to 
suggest the structure of a website and relationships between 
its pages. A webpage wireframe is a similar illustration of the 
layout of fundamental elements in the interface. 
• Goals 
• Information Hierarchy 
• Preliminary Layout (respect the visual/interface designer) 
• Initial testable product
Wireframes
Prototypes
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers.
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off 
• Communication to Developer
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off 
• Communication to Developer 
• Usability Study
Prototypes
Visual Design
Visual Design 
• Primary Purpose: communication, stylizing, and 
problem-solving through the use of type, space, and 
image
Visual Design 
• Primary Purpose: communication, stylizing, and 
problem-solving through the use of type, space, and 
image 
• Work
Visual Design 
• Primary Purpose: communication, stylizing, and 
problem-solving through the use of type, space, and 
image 
• Work 
• Visual Research
Visual Design 
• Primary Purpose: communication, stylizing, and 
problem-solving through the use of type, space, and 
image 
• Work 
• Visual Research 
• Deliverables
Visual Design 
• Primary Purpose: communication, stylizing, and 
problem-solving through the use of type, space, and 
image 
• Work 
• Visual Research 
• Deliverables 
• Mood Board, StyleTile, Comps, Prototypes
Mood Board
Mood Board 
• Definition: a type of collage that may consist of 
images, text, and samples of objects in a 
composition of the choice of the mood board 
creator.
Mood Board 
• Definition: a type of collage that may consist of 
images, text, and samples of objects in a 
composition of the choice of the mood board 
creator. 
• Goals
Mood Board 
• Definition: a type of collage that may consist of 
images, text, and samples of objects in a 
composition of the choice of the mood board 
creator. 
• Goals 
• Quick iteration
Mood Board 
• Definition: a type of collage that may consist of 
images, text, and samples of objects in a 
composition of the choice of the mood board 
creator. 
• Goals 
• Quick iteration 
• Determine overarching mood/feeling of visual 
design
Mood Board 
We Review Utah 
Moodboard
Style Tiles
Style Tiles 
• Definition: slightly more defined and structured 
mood board that shows elements in a context 
similar to the end product.
Style Tiles 
• Definition: slightly more defined and structured 
mood board that shows elements in a context 
similar to the end product. 
• Goals
Style Tiles 
• Definition: slightly more defined and structured 
mood board that shows elements in a context 
similar to the end product. 
• Goals 
• Form common language
Style Tiles 
• Definition: slightly more defined and structured 
mood board that shows elements in a context 
similar to the end product. 
• Goals 
• Form common language 
• Design + context
Style Tiles 
Style Tile 
variation A 
Possible Colors 
Textures 
Inspiration 
Font: 8Bit Wonder #7D2820 
Font: 8Bit Wonder #FC5241 
Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy 
nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. Ut wisi 
enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobor-tis 
nisl ut aliquip ex ea commodo consequat. Duis autem vel feugait nulla 
facilisi. 
Font: Lucida Grande #333333 
This is an example of a Text link » 
Adjectives 
Niche Expert Fanatic 
Novel Clever Loyal 
http://www.thinkgeek.com 
Redesign by @garthdb
Comps
Comps 
• Definition: Visual compositions are the 
deliverable that is as close as possible to the final 
visual design.
Comps 
• Definition: Visual compositions are the 
deliverable that is as close as possible to the final 
visual design. 
• Goals
Comps 
• Definition: Visual compositions are the 
deliverable that is as close as possible to the final 
visual design. 
• Goals 
• Define UI elements and layout
Comps 
• Definition: Visual compositions are the 
deliverable that is as close as possible to the final 
visual design. 
• Goals 
• Define UI elements and layout 
• Full context
Comps
Prototypes
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers.
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off 
• Communication to Developer
Prototypes 
• Definition: An interactive representation of an 
application design created for testing and 
communication to clients and developers. 
• Goals 
• Client Sign Off 
• Communication to Developer 
• Usability Study
Prototypes
Interaction Design
Interaction Design 
• Primary Purpose: Leveraging motion to better 
communicate the flow of a user’s task
Interaction Design 
• Primary Purpose: Leveraging motion to better 
communicate the flow of a user’s task 
• Work
Interaction Design 
• Primary Purpose: Leveraging motion to better 
communicate the flow of a user’s task 
• Work 
• Animation
Interaction Design 
• Primary Purpose: Leveraging motion to better 
communicate the flow of a user’s task 
• Work 
• Animation 
• Deliverables
Interaction Design 
• Primary Purpose: Leveraging motion to better 
communicate the flow of a user’s task 
• Work 
• Animation 
• Deliverables 
• Interaction Animations, Prototypes
Prototypes
Workflow 
A bit of a perfect world 
example
You can do it.
Thank you.

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Open Source Design Process Guide

  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 14. Design? • User Experience (UX)
  • 15. Design? • User Experience (UX) • Information Architecture (IA)
  • 16. Design? • User Experience (UX) • Information Architecture (IA) • Interaction (IxD)
  • 17. Design? • User Experience (UX) • Information Architecture (IA) • Interaction (IxD) • Visual (UI)
  • 19. User Experience • Primary Purpose: Understand the user, their needs, and help make it easy for them to accomplish their task.
  • 20. User Experience • Primary Purpose: Understand the user, their needs, and help make it easy for them to accomplish their task. • Work
  • 21. User Experience • Primary Purpose: Understand the user, their needs, and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc.
  • 22. User Experience • Primary Purpose: Understand the user, their needs, and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc. • Deliverables
  • 23. User Experience • Primary Purpose: Understand the user, their needs, and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc. • Deliverables • Personas, Flows, Wireframes, Prototypes
  • 25. Personas • Definition: A persona is a user-archetype, a fictional representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design.
  • 26. Personas • Definition: A persona is a user-archetype, a fictional representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals:
  • 27. Personas • Definition: A persona is a user-archetype, a fictional representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals: • Establish the user (primary) for the product
  • 28. Personas • Definition: A persona is a user-archetype, a fictional representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals: • Establish the user (primary) for the product • Help clients/designers/developers to separate themselves from the project
  • 30. Flows
  • 31. Flows • Definition: A visual hierarchy for navigation, website organization, and use cases.
  • 32. Flows • Definition: A visual hierarchy for navigation, website organization, and use cases. • Goals:
  • 33. Flows • Definition: A visual hierarchy for navigation, website organization, and use cases. • Goals: • Organize priorities (mobile first)
  • 34. Flows • Definition: A visual hierarchy for navigation, website organization, and use cases. • Goals: • Organize priorities (mobile first) • Simplify (in existing projects)
  • 35. Flows • Definition: A visual hierarchy for navigation, website organization, and use cases. • Goals: • Organize priorities (mobile first) • Simplify (in existing projects) • Establish Navigation (holy temple)
  • 36. Flows
  • 38. Wireframes • Definition: A basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface.
  • 39. Wireframes • Definition: A basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals
  • 40. Wireframes • Definition: A basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy
  • 41. Wireframes • Definition: A basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy • Preliminary Layout (respect the visual/interface designer)
  • 42. Wireframes • Definition: A basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy • Preliminary Layout (respect the visual/interface designer) • Initial testable product
  • 45. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers.
  • 46. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals
  • 47. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off
  • 48. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer
  • 49. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer • Usability Study
  • 52. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through the use of type, space, and image
  • 53. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through the use of type, space, and image • Work
  • 54. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through the use of type, space, and image • Work • Visual Research
  • 55. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through the use of type, space, and image • Work • Visual Research • Deliverables
  • 56. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through the use of type, space, and image • Work • Visual Research • Deliverables • Mood Board, StyleTile, Comps, Prototypes
  • 58. Mood Board • Definition: a type of collage that may consist of images, text, and samples of objects in a composition of the choice of the mood board creator.
  • 59. Mood Board • Definition: a type of collage that may consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals
  • 60. Mood Board • Definition: a type of collage that may consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals • Quick iteration
  • 61. Mood Board • Definition: a type of collage that may consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals • Quick iteration • Determine overarching mood/feeling of visual design
  • 62. Mood Board We Review Utah Moodboard
  • 64. Style Tiles • Definition: slightly more defined and structured mood board that shows elements in a context similar to the end product.
  • 65. Style Tiles • Definition: slightly more defined and structured mood board that shows elements in a context similar to the end product. • Goals
  • 66. Style Tiles • Definition: slightly more defined and structured mood board that shows elements in a context similar to the end product. • Goals • Form common language
  • 67. Style Tiles • Definition: slightly more defined and structured mood board that shows elements in a context similar to the end product. • Goals • Form common language • Design + context
  • 68. Style Tiles Style Tile variation A Possible Colors Textures Inspiration Font: 8Bit Wonder #7D2820 Font: 8Bit Wonder #FC5241 Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobor-tis nisl ut aliquip ex ea commodo consequat. Duis autem vel feugait nulla facilisi. Font: Lucida Grande #333333 This is an example of a Text link » Adjectives Niche Expert Fanatic Novel Clever Loyal http://www.thinkgeek.com Redesign by @garthdb
  • 69. Comps
  • 70. Comps • Definition: Visual compositions are the deliverable that is as close as possible to the final visual design.
  • 71. Comps • Definition: Visual compositions are the deliverable that is as close as possible to the final visual design. • Goals
  • 72. Comps • Definition: Visual compositions are the deliverable that is as close as possible to the final visual design. • Goals • Define UI elements and layout
  • 73. Comps • Definition: Visual compositions are the deliverable that is as close as possible to the final visual design. • Goals • Define UI elements and layout • Full context
  • 74. Comps
  • 76. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers.
  • 77. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals
  • 78. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off
  • 79. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer
  • 80. Prototypes • Definition: An interactive representation of an application design created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer • Usability Study
  • 83. Interaction Design • Primary Purpose: Leveraging motion to better communicate the flow of a user’s task
  • 84. Interaction Design • Primary Purpose: Leveraging motion to better communicate the flow of a user’s task • Work
  • 85. Interaction Design • Primary Purpose: Leveraging motion to better communicate the flow of a user’s task • Work • Animation
  • 86. Interaction Design • Primary Purpose: Leveraging motion to better communicate the flow of a user’s task • Work • Animation • Deliverables
  • 87. Interaction Design • Primary Purpose: Leveraging motion to better communicate the flow of a user’s task • Work • Animation • Deliverables • Interaction Animations, Prototypes
  • 89. Workflow A bit of a perfect world example
  • 90. You can do it.