For medium fidelity prototypes one might use several tools. A medium fidelity prototype usually has some visual treatment and expresses the hierarchical structure of the content. It is usually based on the previous research done with personas, scenarios, user stories, sketching and feedback. For testing and assessment, showing interaction between various views is beneficial. Continue reading
Clear ToDo-manager is designed to help you manage your life without adding clutter. It’s a beautifully-designed, gesturally-driven app that we’ve created to improve on a pencil and notepad for flexibly keeping quick, simple todo lists. Clear was designed and built by Realmac Software, Milen.me and Impending, Inc.
A calculator that is as beautiful as it is simple. Rechner is that calculator. Experience the worlds first gesture based calculator.
Examples for short user stories:
A professional night-club owner wants to set up a new night club-profile
- He logs in by writing username and password
- Success: user redirected to main page
- Fail: user rewrites the incorrect username or password
- Fail: user is not register and asked to click on “Register”
- He starts filling in form
- Professional user fills in name; address; amenities
- User uploads a photo
- Success: e-mail verification message is sent
- Fail: user fills in missing details
- User verifies e-mail
- User browses through new night-club profile
Interaction Design, a set on Flickr.
Paper prototypes created for testing the Project Malev interface.
Project Malev Mockups, a set on Flickr.
Mockups created for Project Malev during an IMKE Interaction Design 2010 course at Tallinn University.
Here you will be able to find an example interaction design project blog with personas, scenarios, user stories and a promotional video: http://projectmalev.blogspot.com/
The Buxton Collection is a collection of input and interactive devices that Bill Buxtion has been collecting for about 35 years. This site, created with Buxton’s colleagues from Microsoft Research, documents the collection, and hopefully will provide an ever-evolving resource for those interested in design, user experience, and the history of interaction.
People swear by their design processes. Rachel Glaves insists on sketching by hand; Dan Brown urges extensive wireframing; while Ryan Singer goes straight to HTML. Heated debates arise at conferences as advocates staunchly defend their favorite techniques.
With all of these different methods to choose from, should you be sketching, wireframing, mocking-up, or prototyping? The answer, simply put, is yes you should.
Design methods are not mutually exclusive. Rather, each method exists on a continuum of fidelity, ranging from low fidelity sketches to high fidelity HTML prototypes. Each method is well-suited for a particular phase of the design process, with one level of fidelity often leading into the next.
If you’ve ever seen Jared speak about usability, you know that he’s probably the most effective, knowledgeable communicator on the subject today. What you probably don’t know is that he has guided the research agenda and built User Interface Engineering into the largest research organization of its kind in the world. He’s been working in the field of usability and design since 1978, before the term “usability” was ever associated with computers.
Jared spends his time working with the research teams at the company, helps clients understand how to solve their design problems, explains to reporters and industry analysts what the current state of design is all about, and is a top-rated speaker at more than 20 conferences every year. He is also the conference chair and keynote speaker at the annual User Interface Conference, is on the faculty of the Tufts University Gordon Institute, and manages to squeeze in a fair amount of writing time.
Originaly available at http://vimeo.com/8972479.