Training Webinar - Wireframing made easyOutSystems
The document discusses wireframing and provides guidance on the wireframing process. It defines a wireframe as a visual representation of the layout and hierarchy of interface elements before final design. The key points covered include sketching initial ideas, using wireframes to communicate with clients and gather feedback, and the basic elements of an effective wireframe, such as structure, hierarchy, functionality and content. Tips are provided like keeping wireframes simple, using annotations, and iterating sketches until the team is confident in the solution. The overall message is that wireframes are an important tool for planning interfaces and getting early input from stakeholders.
The document discusses layout and wireframing for user interfaces. It begins by defining layout as the distribution of elements and wireframing as distribution schematics. The document then discusses how layout has evolved from prioritizing business goals to focusing on user goals. Key trends in 2014 include large hero areas, full background video, and cards. The document also covers best practices for wireframing such as starting with boxes and grayscale tones before deciding on a mockup or prototype. It recommends tools and further learning.
The document discusses various options for wireframing and prototyping with HTML, including frameworks like Bootstrap, Foundation, and Reflow. It provides tips for HTML wireframing such as starting with an outline and focusing on HTML before CSS. Several free and paid tools are mentioned, such as Axure, Reflow, Edge Animate, and Divshot, along with advantages and disadvantages of different approaches. The document aims to help people choose the right wireframing method and tools for their needs.
The document discusses wireframing as the initial step in the web development process. It defines wireframes as basic site blueprints that define hierarchy, navigation, functionality, and content without visual design elements. The document outlines the typical web development process and explains how wireframing fits in during the strategy phase. It provides examples of low and high-fidelity wireframes and notes the benefits of wireframing such as efficiency, focus on critical elements, and facilitating team collaboration.
This document provides an overview of lean prototyping techniques for developing digital products. It discusses wireframing to conceptualize and layout the basic structure and elements of a design. This is followed by prototyping to create interactive versions that can be tested before finalizing designs. Different tools are suggested for wireframing, prototyping, and creating high- and low-fidelity mockups. Collaboration techniques like sharing prototypes and gathering feedback from various stakeholders are also covered.
Wireframes beyond the basics, not for the weak at heart. In this panel, three experienced designers will share their tried and true tips for making wireframes really work. We'll talk about how to sketch a wireframe on the fly to demonstrate an idea and how to create a standalone wireframe deliverable; when to show a concept and when to describe nitty-gritty detail; how to make a narrative wireframe and how to make a specification wireframe. And best of all, we'll show you plenty of examples.
This document discusses lean prototyping for startups. It defines a prototype as an early version of an idea that is testable. Prototyping is recommended to answer questions, validate assumptions, compare alternatives, visualize ideas, and fail early. Good prototypes are quick to create, cheap, minimal, testable, and measurable. The document outlines a process for rapid and cheap prototyping without coding using tools like Keynote, including planning, building screens and interactions, testing with users, refining, and sharing. It promotes not getting attached to early ideas, prioritizing experiments over fantasies, continuous improvement over perfection, and using prototypes to tell stories.
Agile design focuses on responding quickly to change, prioritizing customer needs, and designing systems that can evolve over time through continuous feedback and incremental changes. Key practices include minimizing upfront design, designing for reversibility and feedback, vertically integrating work in short cycles, and distributing design decisions across self-organizing teams. The goal is to safely deliver value while learning through doing rather than extensive pre-planning.
Training Webinar - Wireframing made easyOutSystems
The document discusses wireframing and provides guidance on the wireframing process. It defines a wireframe as a visual representation of the layout and hierarchy of interface elements before final design. The key points covered include sketching initial ideas, using wireframes to communicate with clients and gather feedback, and the basic elements of an effective wireframe, such as structure, hierarchy, functionality and content. Tips are provided like keeping wireframes simple, using annotations, and iterating sketches until the team is confident in the solution. The overall message is that wireframes are an important tool for planning interfaces and getting early input from stakeholders.
The document discusses layout and wireframing for user interfaces. It begins by defining layout as the distribution of elements and wireframing as distribution schematics. The document then discusses how layout has evolved from prioritizing business goals to focusing on user goals. Key trends in 2014 include large hero areas, full background video, and cards. The document also covers best practices for wireframing such as starting with boxes and grayscale tones before deciding on a mockup or prototype. It recommends tools and further learning.
The document discusses various options for wireframing and prototyping with HTML, including frameworks like Bootstrap, Foundation, and Reflow. It provides tips for HTML wireframing such as starting with an outline and focusing on HTML before CSS. Several free and paid tools are mentioned, such as Axure, Reflow, Edge Animate, and Divshot, along with advantages and disadvantages of different approaches. The document aims to help people choose the right wireframing method and tools for their needs.
The document discusses wireframing as the initial step in the web development process. It defines wireframes as basic site blueprints that define hierarchy, navigation, functionality, and content without visual design elements. The document outlines the typical web development process and explains how wireframing fits in during the strategy phase. It provides examples of low and high-fidelity wireframes and notes the benefits of wireframing such as efficiency, focus on critical elements, and facilitating team collaboration.
This document provides an overview of lean prototyping techniques for developing digital products. It discusses wireframing to conceptualize and layout the basic structure and elements of a design. This is followed by prototyping to create interactive versions that can be tested before finalizing designs. Different tools are suggested for wireframing, prototyping, and creating high- and low-fidelity mockups. Collaboration techniques like sharing prototypes and gathering feedback from various stakeholders are also covered.
Wireframes beyond the basics, not for the weak at heart. In this panel, three experienced designers will share their tried and true tips for making wireframes really work. We'll talk about how to sketch a wireframe on the fly to demonstrate an idea and how to create a standalone wireframe deliverable; when to show a concept and when to describe nitty-gritty detail; how to make a narrative wireframe and how to make a specification wireframe. And best of all, we'll show you plenty of examples.
This document discusses lean prototyping for startups. It defines a prototype as an early version of an idea that is testable. Prototyping is recommended to answer questions, validate assumptions, compare alternatives, visualize ideas, and fail early. Good prototypes are quick to create, cheap, minimal, testable, and measurable. The document outlines a process for rapid and cheap prototyping without coding using tools like Keynote, including planning, building screens and interactions, testing with users, refining, and sharing. It promotes not getting attached to early ideas, prioritizing experiments over fantasies, continuous improvement over perfection, and using prototypes to tell stories.
Agile design focuses on responding quickly to change, prioritizing customer needs, and designing systems that can evolve over time through continuous feedback and incremental changes. Key practices include minimizing upfront design, designing for reversibility and feedback, vertically integrating work in short cycles, and distributing design decisions across self-organizing teams. The goal is to safely deliver value while learning through doing rather than extensive pre-planning.
Arch factory - Agile Design: Best PracticesIgor Moochnick
This document provides guidance on agile architecture and design principles. It emphasizes that agile design is about responding quickly to change for customers and teams through transparency, lightweight processes, and continuous learning. Key principles discussed include designing incrementally without large upfront design; getting early and continuous feedback; delaying commitment and complexity; and maximizing evolutionary design through reversibility and packaging. The document also covers topics like testing, distributed teams, and delivering frequently.
Slides for a few events i was lucky to give a talk this year. From my experiences of building a design system for the product team. Figma and storybook js are introduced.
Prototyping: what is it, why should you care, common mistakes, and how to choose the right tools.
Presented at IxDA Sydney Meetup: The Prototype Edition - 28 May 2015
Responsive design has landed in lots of places and is becoming business as usual. Time to reflect: are we doing the right things in the right ways? How do we gracefully move away from desktop-first designs? And how do you approach a responsive design with your complete team in your agile workflow? Let's take a look at the current status of responsive design and figure out how to incorporate a mobile-first workflow in your business.
Prototyping is a skill that every entrepreneur should have. As a UX designer who turns to startup founder myself, I crafted this course and hope it can help a non-technical people can get started doing something toward from their idea to the next step.
The document discusses several key aspects of Scrum:
1. Scrum is a framework based on empirical process control that was developed from lessons learned by companies like Toyota. It focuses on transparency, inspection, and adaptation.
2. Scrum provides a framework for self-organizing cross-functional teams to deliver working software frequently in short iterations with a "Done" definition.
3. Common reasons cited for Scrum failures include underlying problems in the organization already existing prior to adopting Scrum, as well as unwillingness to change engineering practices or deliver working code each iteration.
Agile practices are recommended for small teams and projects to help them adapt to changes. Key practices include releasing software frequently to get early feedback, designing for flexibility, thoroughly testing code, writing code with the future in mind, and communicating dynamically through standup meetings, project tracking software, mailing lists, and comments in version control. While these practices are suggested, teams have flexibility in how they apply agile methods suited to their specific needs. The overall goal is to help teams be responsive to changes through an adaptive approach.
This document discusses different collaborative programming techniques like pair programming, swarming, and mob programming. It provides details on how each technique works, benefits collaboration and knowledge sharing, and increases productivity over solo programming. Potential issues that can arise with collaboration are also addressed, along with tips for effective pairing.
Becoming a Salesforce.com Technical ArchitectSteven Herod
Presented to the Sydney SF Developer User Group 13 February 2013
Video of this presentation is available at http://www.youtube.com/watch?v=5-oVBgRVzBM from about the 23 minute mark to the 39 minute mark.
Product Design at Wiredcraft - May 2016 UI/UX Meetup ShanghaiWiredcraft
This document outlines Wiredcraft's product design process. It begins with understanding problems and goals through interviews and data collection. Then it diverges into generating multiple solutions through wireframes and user flows. Teams converge on the best idea and quickly prototype it. Finally, they validate prototypes by testing assumptions with users. The process aims to frame discussions, add constraints for creativity, and define success criteria to avoid common design failures.
The document provides guidance on prototyping software projects using paper sketches, wireframes, and mockups to develop a clearer idea of goals and reduce development time and complexity. It recommends the tools needed, best practices for intuitive, scalable software design, and examples of prototyping a photo sharing application from initial sketch through interactive prototype. The document also suggests inspirational case studies and feedback mechanisms to iteratively improve designs.
The document discusses paper prototyping techniques for product development. Paper prototyping allows developers to create working models of systems using simple materials like paper, pens and scissors to get early feedback before development. It is fast, inexpensive and lets users interact with and test prototypes to provide feedback to refine a design through multiple iterations before production. The document provides examples of paper prototyping a personal profile and photo gallery app to demonstrate how to create interactive prototypes, test them with users and refine the design based on test results.
Pair programming involves two programmers working together at one workstation to write code. The benefits include improved code quality through peer review, knowledge sharing between partners, and mentoring of junior developers. One person acts as the driver, writing code, while the other is the navigator and oversees the work. Regular switching of roles and partners is recommended to keep sessions productive. Communication and respect between partners is important for effective pairing.
The document is a skills audit and project charter for a student's 3D modelling assignment to create a robot companion for an online game. In the skills audit, the student evaluates their strengths in areas like project management, research, drawing, Photoshop and 3D modelling software. They feel confident in most areas except time management and some advanced 3D modelling tools. In the project charter, the student confirms they understand the timeframe, assessment criteria and scenario. They have visited the game community and marketplace for research. Their goal is to create a high-quality robot model. They identify getting all evidence together and the short timeframe as potential constraints.
This document discusses habits of highly effective developers, including: holding daily standup meetings to update teammates on work completed, in progress, and blockers; basing work on documented issues to provide context and accountability; thoroughly documenting code, services, and projects; visualizing project data and events; doing demos to showcase work; following good coding practices like testing and automation; communicating carefully and thanking teammates.
Pair programming involves two programmers working together at one computer. One person acts as the driver who types code while the other navigates and reviews. It has benefits like catching mistakes earlier, improving design quality, transferring knowledge between partners, and creating a stronger sense of team. While there is initially a 15% overhead in time, studies show this is outweighed by fewer defects and a more flexible system in the long run. Effective pair programming requires collaboration, respect, communication and regularly alternating roles.
Wireframing is practice UX designers use that allows them to define and map a hierarchy of information for their design for a website, app, or product. Discover how to get started with designing a wireframe for your website and how to wireframe your website from start to finish.
The document outlines an introduction to user experience (UX) design. It discusses what UX is, how it differs from user interface design, and provides examples of good UX. It then covers topics like wireframing, scenarios, paper prototyping and user testing to help workshop participants understand the UX design process.
Arch factory - Agile Design: Best PracticesIgor Moochnick
This document provides guidance on agile architecture and design principles. It emphasizes that agile design is about responding quickly to change for customers and teams through transparency, lightweight processes, and continuous learning. Key principles discussed include designing incrementally without large upfront design; getting early and continuous feedback; delaying commitment and complexity; and maximizing evolutionary design through reversibility and packaging. The document also covers topics like testing, distributed teams, and delivering frequently.
Slides for a few events i was lucky to give a talk this year. From my experiences of building a design system for the product team. Figma and storybook js are introduced.
Prototyping: what is it, why should you care, common mistakes, and how to choose the right tools.
Presented at IxDA Sydney Meetup: The Prototype Edition - 28 May 2015
Responsive design has landed in lots of places and is becoming business as usual. Time to reflect: are we doing the right things in the right ways? How do we gracefully move away from desktop-first designs? And how do you approach a responsive design with your complete team in your agile workflow? Let's take a look at the current status of responsive design and figure out how to incorporate a mobile-first workflow in your business.
Prototyping is a skill that every entrepreneur should have. As a UX designer who turns to startup founder myself, I crafted this course and hope it can help a non-technical people can get started doing something toward from their idea to the next step.
The document discusses several key aspects of Scrum:
1. Scrum is a framework based on empirical process control that was developed from lessons learned by companies like Toyota. It focuses on transparency, inspection, and adaptation.
2. Scrum provides a framework for self-organizing cross-functional teams to deliver working software frequently in short iterations with a "Done" definition.
3. Common reasons cited for Scrum failures include underlying problems in the organization already existing prior to adopting Scrum, as well as unwillingness to change engineering practices or deliver working code each iteration.
Agile practices are recommended for small teams and projects to help them adapt to changes. Key practices include releasing software frequently to get early feedback, designing for flexibility, thoroughly testing code, writing code with the future in mind, and communicating dynamically through standup meetings, project tracking software, mailing lists, and comments in version control. While these practices are suggested, teams have flexibility in how they apply agile methods suited to their specific needs. The overall goal is to help teams be responsive to changes through an adaptive approach.
This document discusses different collaborative programming techniques like pair programming, swarming, and mob programming. It provides details on how each technique works, benefits collaboration and knowledge sharing, and increases productivity over solo programming. Potential issues that can arise with collaboration are also addressed, along with tips for effective pairing.
Becoming a Salesforce.com Technical ArchitectSteven Herod
Presented to the Sydney SF Developer User Group 13 February 2013
Video of this presentation is available at http://www.youtube.com/watch?v=5-oVBgRVzBM from about the 23 minute mark to the 39 minute mark.
Product Design at Wiredcraft - May 2016 UI/UX Meetup ShanghaiWiredcraft
This document outlines Wiredcraft's product design process. It begins with understanding problems and goals through interviews and data collection. Then it diverges into generating multiple solutions through wireframes and user flows. Teams converge on the best idea and quickly prototype it. Finally, they validate prototypes by testing assumptions with users. The process aims to frame discussions, add constraints for creativity, and define success criteria to avoid common design failures.
The document provides guidance on prototyping software projects using paper sketches, wireframes, and mockups to develop a clearer idea of goals and reduce development time and complexity. It recommends the tools needed, best practices for intuitive, scalable software design, and examples of prototyping a photo sharing application from initial sketch through interactive prototype. The document also suggests inspirational case studies and feedback mechanisms to iteratively improve designs.
The document discusses paper prototyping techniques for product development. Paper prototyping allows developers to create working models of systems using simple materials like paper, pens and scissors to get early feedback before development. It is fast, inexpensive and lets users interact with and test prototypes to provide feedback to refine a design through multiple iterations before production. The document provides examples of paper prototyping a personal profile and photo gallery app to demonstrate how to create interactive prototypes, test them with users and refine the design based on test results.
Pair programming involves two programmers working together at one workstation to write code. The benefits include improved code quality through peer review, knowledge sharing between partners, and mentoring of junior developers. One person acts as the driver, writing code, while the other is the navigator and oversees the work. Regular switching of roles and partners is recommended to keep sessions productive. Communication and respect between partners is important for effective pairing.
The document is a skills audit and project charter for a student's 3D modelling assignment to create a robot companion for an online game. In the skills audit, the student evaluates their strengths in areas like project management, research, drawing, Photoshop and 3D modelling software. They feel confident in most areas except time management and some advanced 3D modelling tools. In the project charter, the student confirms they understand the timeframe, assessment criteria and scenario. They have visited the game community and marketplace for research. Their goal is to create a high-quality robot model. They identify getting all evidence together and the short timeframe as potential constraints.
This document discusses habits of highly effective developers, including: holding daily standup meetings to update teammates on work completed, in progress, and blockers; basing work on documented issues to provide context and accountability; thoroughly documenting code, services, and projects; visualizing project data and events; doing demos to showcase work; following good coding practices like testing and automation; communicating carefully and thanking teammates.
Pair programming involves two programmers working together at one computer. One person acts as the driver who types code while the other navigates and reviews. It has benefits like catching mistakes earlier, improving design quality, transferring knowledge between partners, and creating a stronger sense of team. While there is initially a 15% overhead in time, studies show this is outweighed by fewer defects and a more flexible system in the long run. Effective pair programming requires collaboration, respect, communication and regularly alternating roles.
Wireframing is practice UX designers use that allows them to define and map a hierarchy of information for their design for a website, app, or product. Discover how to get started with designing a wireframe for your website and how to wireframe your website from start to finish.
The document outlines an introduction to user experience (UX) design. It discusses what UX is, how it differs from user interface design, and provides examples of good UX. It then covers topics like wireframing, scenarios, paper prototyping and user testing to help workshop participants understand the UX design process.
This document discusses various concepts and techniques for designing effective user interfaces for web applications. It covers the differences between designing websites and web apps, why good UI design is important, characteristics of great interfaces, and specific techniques like affordances, feedback, grouping, and icons. The goal is to make interfaces intuitive, efficient and pleasant to use.
This document provides an overview of wireframing for product design. It discusses who uses wireframes, including designers, developers, product managers, and others. Wireframes are used to communicate the structure, content, hierarchy, functionality, and behavior of a product interface. The document then covers different styles of wireframing, from low to high fidelity. It also discusses tools for both non-digital and digital wireframing. The goal is to help readers better understand how to use wireframing in the product design and development process.
This document provides an overview of wireframing for product design. It discusses who uses wireframes, including designers, developers, product managers, and others. Wireframes are used to communicate the structure, content, hierarchy, functionality, and behavior of a product interface. The document then covers different styles of wireframing, from low to high fidelity. It also discusses tools for both non-digital and digital wireframing. The goal is to help readers better understand how to use wireframing in the product design and development process.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
This document discusses the importance of asking the right questions when problem solving. It notes that Albert Einstein said that if he had an hour to solve a problem and his life depended on the answer, he would spend the first 55 minutes figuring out the proper questions to ask. This is because if he knew the proper questions, he could solve the problem in less than 5 minutes. The document emphasizes that identifying the right questions is key to efficiently solving problems.
HTML5 Meetup | Back to Basics: Wireframing & PlanningPaul Crimi
This is the keynote presentation from the HTML5 Meetup in Toronto, CA that took place on February 27, 2014.
Planning your projects at the very beginning can be a fun yet daunting task. Showing clients early concepts, prototypes, wireframes and ideas at early stages can help you land the contract, or perhaps see concerns or new features for your own project that wasn’t apparent before. Michael McArthur and Paul Crimi, both of whom are Product Designers at BNOTIONS, are going to walk us through their processes of how they begin a project, what resources they use, and what goes on in their minds as they get everything off the ground.
The document discusses prototyping, which involves creating preliminary models or representations of a design to test ideas and gather feedback before fully developing a product. It notes that prototypes can be low or high fidelity and do not need to be fully functional. The fidelity of prototypes increases through iterative testing and refining. Prototyping helps identify requirements, test user interfaces and experiences, and collect continuous feedback to refine the design. Both low and high-fidelity prototyping tools are discussed, along with tips for effective prototyping.
My keynote talk at the 2007 IA Konferenz in Stuttgart, Germany, I argued we need to create fewer final designed artifacts and more tools to help everyone design. The audio can be downloaded from here: http://www.iavoice.com/2007/11/27/ia-konferenz-2007-keynote-english/
Designing Powerful Web Applications Using AJAX and Other RIAsDave Malouf
This is the slide deck from the workshop given at UI11 on October 9, 2006. This presentation was given with myself (David Malouf) and Bill Scott (AJAX Evangelist @ Yahoo!).
The goal of the course was to teach people the basics of Interaction Design and then how to apply those principles to design using RIA technologies like AJAX and Flash.
The document discusses wireframes, including what they are, why they are used, how to create them, and how to evaluate them. Wireframes are low-fidelity representations of websites or apps, used for communication between teams. They help define user flows, content locations, and screen layouts to get stakeholder sign-off before visual design. The document provides tips on sketching, using paper or digital tools to iterate wireframes. It also gives an example of how detailed and high-level wireframes were used on an insurance website project for communication between various teams.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
1. The document discusses a presentation about owning user interactions in dynamic online environments. As the internet becomes more interactive, designers must apply user-centered approaches to all interactions.
2. The presentation introduces a method for describing dynamic user interactions using storyboards, wireframes, and key frames. This provides a clear way to explain how interactions should work.
3. Lo-fi techniques like sketching are found to be better than polished wireframes at engaging audiences and assessing designs early in the development process. The ability to draw is a learnable skill, not innate talent, and can help reduce risks before significant development work.
Assignment of Design Research Method (Chen Mengdie)cocoachen1992
Three-dimensional models are physical representations of product ideas used during the design process. They are hand-built models that represent mass-produced products. 3D models are used to visualize, materialize, and develop product concepts. They come in various forms throughout the design process, from initial sketch models to validate early ideas, to functional models that test technical principles, to final models that conclude concept generation. Case studies on the FingerReader, LaserOrigami, and FaBrickation projects demonstrate how different types of 3D models were used during the design and prototyping of those products.
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
A new world of smart internet.Also known as virtual worlds, the 3D Internet is a powerful new way for you to reach consumers, business customers, co-workers, partners, and students. It combines the immediacy of television, the versatile content of the Web, and the relationship-building strengths of social networking sites like Face book . Yet unlike the passive experience of television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases exceed) real life.
This document discusses a seminar on 3D Internet. It describes 3D Internet as combining the Internet with 3D graphics to deliver interactive, real-time 3D graphics over the web. Increased bandwidth and processor speeds have enabled this technology. The document outlines advantages like control and interactivity. Applications discussed include ecommerce, education, entertainment, and collaboration. Examples provided are Google Glasses and 3D shopping malls. Challenges include complexity, slow adoption, and lack of capitalization on potential. The future of 3D Internet is predicted to make web use and control very easy through immersive 3D experiences.
Key questions to ask when designing for connected products/hardware-enabled services:
Is it a product, or a service?
How does your product work……and how can it fail?
Is your business model a good fit for user expectations?
How do we design not just for individual UIs but for distributed UX?
How often do devices connect? How responsive are they?
How do we give users transparency and control?
Similar to Mock it till you Make it - a Wireframing Workshop (20)
6. A wireframe is a visual guide that
portrays how a webpage [or a system
screen] may look.
It focuses on: space allocation and
content prioritisation, available
functionality, and intended behavior.
7.
8. Wireframing is NOT
A finished concept
A graphic design
Necessarily content
Necessarily final
14. Hands on:
Jeans Reloaded
On a piece of paper, wireframe a product page to sell a
particular model of jeans. It should allow users to customise
the most important factors.
20. Wireframes are Part of a Process
Static Wireframe
Testing Interactions
Interactive Wireframe
Mimicking the Experience
Full Prototype
Layout and Info Grouping
21. Wireframes are part of a Process
Static Wireframe
Testing Interactions
Interactive Wireframe
Mimicking the Experience
Full Prototype
Layout and Info Grouping
22. Wireframes are part of a Process
Static Wireframe
Testing Interactions
Interactive Wireframe
Mimicking the Experience
Full Prototype
Layout and Info Grouping
23. Wireframes are part of a Process
Static Wireframe
Testing Interactions
Interactive Wireframe
Mimicking the Experience
Full Prototype
Layout and Info Grouping