The document discusses various design deliverables used in the design process including personas, flows, wireframes, prototypes, style tiles, comps, and prototypes. It provides definitions and goals for each deliverable type to guide design decisions and development handoff. The document is intended to outline design deliverables for an open source or DIY design project.
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
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)
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
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
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
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