This document discusses best practices for creating wireframes, which are simple sketches used to explore design problems and communicate solutions to teams. It recommends starting with paper sketches before moving to digital tools in order to facilitate exploration. Common wireframing tools like Balsamiq, Moqups, and Axure are described. The document provides tips for structuring wireframes with pages, modules, and background templates. It also emphasizes using real content like copy and data rather than placeholders. Overall, the document promotes a process of exploring design problems through quick paper sketches before iterating and communicating solutions digitally.
Cognition as Material: personality prostheses and other storiesAlan Dix
Keynote at ECCE 2019 - European Conference on Cognitive Ergonomics, Belfast, UK, 10-13 September 2019
https://alandix.com/academic/talks/ECCE2019/
The golden rule of design is 'understand your materials'. For human activities and human science those materials include the physical and mental abilities of people and their individual personalities and cognitive styles. Within our own academic or design endeavours those people may be the subject of our studies, but also include ourselves. If we wish to design for people we need to understand them, and if we wish to do this effectively, we need to understand ourselves. In this talk I will analyse examples of processes and tools based on such understanding including some that foster technical creativity, even amongst those who would not consider themselves creative, and some that help in the difficult process of academic writing. Crucially, I will discuss personality prosthesis: taking seriously our differences in personality and seeing how each individual can surround themselves with structures and scaffolding that enables them to achieve their goals given who they are.
This overview details the UI/UX design process at our company, Propeller Labs. We pride ourselves on partnering with leading companies to create digital solutions. Innovative design, through effective process, has positioned us to become a leading partner in building digital products.
Documentation An Engineering Problem UnsolvedSchalk Cronjé
Following on from an idea of Dan Allan, this explores desires for authoring documentation from an engineering point of view. THhe second half looks at how Asciidoctor project is trying to address some of these desoires.
Based on my observations, in IT we suffer from continuous collective amnesia and we are even proud of it.
For at least 50 years meanwhile, we struggle how to build systems, that are easy to understand, to maintain, to change and to operate in a reliable way. Each time we hit the wall again, we start to look for a new silver bullet on the horizon, strongly believing that it will solve the problem for good.
The key word is "new": "New" is good in our community, while "old" is bad, worthless, crap. We suffer from youthism, not only in recruiting, but in all areas. This way we discard any "old" knowledge, no matter if it is valuable or not. We separate by age, not by value.
Additionally we continuously lose our collective memory with every new generation that leaves university as they are also taught not to value anything old and instead only look for the new, shiny stuff.
While not all old knowledge is worth being preserved, admittedly, there is still a lot of valuable old knowledge available, offering answers to the problems that we face today - creating maintainable and reliable systems, dealing with distribution and tackling complexity, just to name a few of the challenges.
This presentation is a journey through some (very) old computer science papers that contain a lot of very valuable knowledge regarding the problems we face today. For each of the papers, some of the key ideas are presented and how they address our current challenges.
Of course, the voice track is missing and there are a lot more papers that would be worth being mentioned in this presentation. Still, I hope that also the slides alone will be of some value for you - and convince you a bit that not everything "old" in IT is automatically worthless ... ;)
Cognition as Material: personality prostheses and other storiesAlan Dix
Keynote at ECCE 2019 - European Conference on Cognitive Ergonomics, Belfast, UK, 10-13 September 2019
https://alandix.com/academic/talks/ECCE2019/
The golden rule of design is 'understand your materials'. For human activities and human science those materials include the physical and mental abilities of people and their individual personalities and cognitive styles. Within our own academic or design endeavours those people may be the subject of our studies, but also include ourselves. If we wish to design for people we need to understand them, and if we wish to do this effectively, we need to understand ourselves. In this talk I will analyse examples of processes and tools based on such understanding including some that foster technical creativity, even amongst those who would not consider themselves creative, and some that help in the difficult process of academic writing. Crucially, I will discuss personality prosthesis: taking seriously our differences in personality and seeing how each individual can surround themselves with structures and scaffolding that enables them to achieve their goals given who they are.
This overview details the UI/UX design process at our company, Propeller Labs. We pride ourselves on partnering with leading companies to create digital solutions. Innovative design, through effective process, has positioned us to become a leading partner in building digital products.
Documentation An Engineering Problem UnsolvedSchalk Cronjé
Following on from an idea of Dan Allan, this explores desires for authoring documentation from an engineering point of view. THhe second half looks at how Asciidoctor project is trying to address some of these desoires.
Based on my observations, in IT we suffer from continuous collective amnesia and we are even proud of it.
For at least 50 years meanwhile, we struggle how to build systems, that are easy to understand, to maintain, to change and to operate in a reliable way. Each time we hit the wall again, we start to look for a new silver bullet on the horizon, strongly believing that it will solve the problem for good.
The key word is "new": "New" is good in our community, while "old" is bad, worthless, crap. We suffer from youthism, not only in recruiting, but in all areas. This way we discard any "old" knowledge, no matter if it is valuable or not. We separate by age, not by value.
Additionally we continuously lose our collective memory with every new generation that leaves university as they are also taught not to value anything old and instead only look for the new, shiny stuff.
While not all old knowledge is worth being preserved, admittedly, there is still a lot of valuable old knowledge available, offering answers to the problems that we face today - creating maintainable and reliable systems, dealing with distribution and tackling complexity, just to name a few of the challenges.
This presentation is a journey through some (very) old computer science papers that contain a lot of very valuable knowledge regarding the problems we face today. For each of the papers, some of the key ideas are presented and how they address our current challenges.
Of course, the voice track is missing and there are a lot more papers that would be worth being mentioned in this presentation. Still, I hope that also the slides alone will be of some value for you - and convince you a bit that not everything "old" in IT is automatically worthless ... ;)
Embracing Uncertainty: Learning to Think ResponsivelyChad Currie
Presented to IxDA Austin on March 6, 2013.
Adopting Responsive Web Design practices means shifting the way we work. Get practical suggestions for streamlining your design process in the multi-screen world.
I made this talk to help my Design Team colleagues, at [Digital Origin](https://www.digitalorigin.com/), to better understand the importance of designing in a modular way.
Modularity is the key to creating a flexible design system. For a system to be modular, it must have interchangeable parts (components).
Watch my slides if you want to learn Modular Web Design, to reach a smart system of reusable design patterns, interchangeable components, and well-planned system logic.
Following on from the success of last year, this annual event for London's architect community will have architectural innovation as a theme this year, and particularly CQRS. At the DDD eXchange we will feature leading thinkers and architects who will share their experience and Eric Evans is the programme lead.
Are you responsible for developing satellite on-board software? Are you the Dutch government and you have to efficiently implement the public benefits law? Are you a healthcare startup, developing companion apps that help patients through a treatment? Are you an insurance company struggling to create new, and evolve existing products quickly to keep up with the market? These are all examples of organisations who have built their own domain-specific programming language to streamline the development of applications that have a non-trivial algorithmic core. All have built their languages with Jetbrains MPS, an open source language development tool optimized for ecosystems of collaborating languages with mixed graphical, textual, tabular and mathematical notations. This talk has four parts. I start by motivating the need for DSLs based on real-world examples, including the ones above. I will then present a few high-level design practices that guide our language development work. Third, I will develop a simple language extension to give you a feel for how MPS works. And finally, I will point you to things you can read to get you started with your own language development practice.
Patterns and Anti-patterns
How to learn design patterns?
Categories of GoF patterns
The Fundamental theorem of software engineering
Real-world problems and how design patterns solve them with GoF structural patterns
Embracing Uncertainty: Learning to Think ResponsivelyChad Currie
Presented to IxDA Austin on March 6, 2013.
Adopting Responsive Web Design practices means shifting the way we work. Get practical suggestions for streamlining your design process in the multi-screen world.
I made this talk to help my Design Team colleagues, at [Digital Origin](https://www.digitalorigin.com/), to better understand the importance of designing in a modular way.
Modularity is the key to creating a flexible design system. For a system to be modular, it must have interchangeable parts (components).
Watch my slides if you want to learn Modular Web Design, to reach a smart system of reusable design patterns, interchangeable components, and well-planned system logic.
Following on from the success of last year, this annual event for London's architect community will have architectural innovation as a theme this year, and particularly CQRS. At the DDD eXchange we will feature leading thinkers and architects who will share their experience and Eric Evans is the programme lead.
Are you responsible for developing satellite on-board software? Are you the Dutch government and you have to efficiently implement the public benefits law? Are you a healthcare startup, developing companion apps that help patients through a treatment? Are you an insurance company struggling to create new, and evolve existing products quickly to keep up with the market? These are all examples of organisations who have built their own domain-specific programming language to streamline the development of applications that have a non-trivial algorithmic core. All have built their languages with Jetbrains MPS, an open source language development tool optimized for ecosystems of collaborating languages with mixed graphical, textual, tabular and mathematical notations. This talk has four parts. I start by motivating the need for DSLs based on real-world examples, including the ones above. I will then present a few high-level design practices that guide our language development work. Third, I will develop a simple language extension to give you a feel for how MPS works. And finally, I will point you to things you can read to get you started with your own language development practice.
Patterns and Anti-patterns
How to learn design patterns?
Categories of GoF patterns
The Fundamental theorem of software engineering
Real-world problems and how design patterns solve them with GoF structural patterns
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
6. Explore.
Product design is largely having a vision (job to
be done) and solve a LOT of design problems.
Sketchy wires are fast way to 1. explore design
space and 2. identify design problems, which
you can then solve.
“Thinking device” to explore a problem space.
7. Communicate.
Great design of complex systems is done in
teams - in particular in multi-disciplinary teams.
But different disciplines speak different
languages. (This runs deep.)
“Wireframes are boundary objects” → objects
that carry information that is interpreted
differently by different communities, but are
robust enough to carry a common identity.
Walk the wall. Great wireframes hang on walls.
12. Work well:
●
●
●
●
●
●
●
●
●
Header
Document versioned.
Printable document size. (“Back To Paper”)
Page numbers (for printing & referring).
Break up long pages.
Every screens is numbered (for referring
and linking).
Every interaction has IDnumber of target
screen.
Repeating modules are specced out once.
Peter’s rule for wireframe colors: Keep It
Grey.
13. Not so great:
Non-page models
●
●
Multiple outputs (devices, rotations,
responsive).
AJAX, animation, complex interactions.
Maintainable (= DRY)
●
●
Versioning and tracking changes.
Repeating modules within screens.
Project workflow
●
●
How to combine with functional
specifications, technical specs and other
docs.
Copywriting.
14. Tools: Paper First
Like mobile first, paper/whiteboard first, so you
can explore and throw away.
Digital has advantages once you’re getting closer:
easier to share, easier to rewrite text (design is
copywriting), easier to keep editing/evolving.
But you lose out if you’re not sketching on paper,
because that’s where the real thinking happens.
On paper, on printouts, and on walls.
Back To Paper.
15.
16. Tools: Balsamiq / Moqups /
Mockingbird
Similar products.
1.
2.
3.
4.
Explore design space.
Solve design problems.
Generate consensus.
Focus on functionality, not design.
Crucial:
1.
2.
3.
Sketchy look (feature not bug).
Easy & fast sketching.
Easy sharing.
Not really important:
1.
2.
Clickable prototypes.
Advanced features to manage larger
projects.
My process:
1.
2.
3.
Create wire.
Share & Discuss (or “Sleep on It”).
Back to Paper: print out and edit on paper.
Peter’s rules for good sketchy wireframes:
1.
2.
Are shared.
Are thrown away.
17. Copy
No Lorem Ipsum.
http://placekitten.com NO
http://blokkfont.com YES
Spend a lot of time on finding the right words,
labels, editing sentences, the right form field
labels, etc.
Use “real” example data.
Create a system language.
18. Tools
Visio
OmniGraffle
Axure
Use if:
You’re on Windows.
You’re on Mac + goodlooking wires.
Long-lived specs
Environment
Win
Mac
Win + Mac
Layers
Yes (backgrounds)
Yes (Shared layers)
Yes
Modules
Not really (manually)
Kind of (embed)
Yes
Clickable prototypes
Kind of
Kind of
Yes
Generate Specs
No
No
Yes (Word)
Easy to Share
PDF
PDF
Yes
Custom fields
Kind of
No
Yes
31. Exercise
Design a timetracking tool: the screen where you track your time.
Groups of 5 (month of birth)
●
●
●
●
●
Paper & pencil
Paper & marker
Paper, pencil & tape
Paper & Crayons
Drawingboard
Report on tools & process.
10 minutes
●
●
●
●
Introduce yourselves
Assign who will report (random)
Design product (5 mins)
Discuss tools & process
Report.
32. Recap
The process matters, not the tools.
●
●
Explore
Communicate
But the tool affects the process.
The best camera is the one you have with you.
The best tool is the one you know. Customize it if needed to fit the process.