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welcome to

USER INTERACTION DESIGN

PAPER PROTOTYPING & WIREFRAMES


Lecturer
Itamar Medeiros (Brazil)
BA in Industrial Design;
PgDip in Information Design; 1 /66

USER INTERACTION DESIGN


Expertise
Multimedia/Web Design,
Photography, Information Design
and Human-Computer Interaction.
LESSON 06:
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


learning outcome

Students will understand principles of


creating sensible, comprehensible,
2 /66
memorable, and convenient

USER INTERACTION DESIGN


organization of the content and the
tasks to be performed on their
interactive product.
LESSON 06:
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


content

Students will learn the concept of


Paper Prototyping and what are the
3 /66
most commonly used techniques for

USER INTERACTION DESIGN


developing user interface prototypes.
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


One difficulty in designing interactive
systems is that clients and users may
not have a clear idea of what the
system will look like when it is done. 4 /66

USER INTERACTION DESIGN


Since interactive systems are novel in
many situations, users may not realize
the implications of design decisions.
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


Unfortunately, it is difficult, costly, and
time-consuming to make major
changes to systems once those
systems have been implemented. 5 /66

USER INTERACTION DESIGN


PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


Even though this problem has not
complete solution, some of the more
serious difficulties can be avoided if,
at an early stage, the customers and 6 /66
users can be given a realistic

USER INTERACTION DESIGN


impression of what the final system
will look like.

Such realistic impressions may be


rendered by the use of prototypes*.
PAPER PROTOTYPING & WIREFRAMES
prototypes | 原型

PAPER PROTOTYPING & WIREFRAMES


One of the first units manufactured of a
product, which is tested so that the
design can be changed if necessary
before the product is manufactured 7 /66
commercially

USER INTERACTION DESIGN


一项生产商品的雏形,需要进行测
试以对设计进行适当的调整。随
后才将此产品投入商业生产
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


Interaction Designers have soon realized
that more important than allowing us to
pre-visualize how the final system will
look like, such prototypes must also 8 /66
help us to review or test the

USER INTERACTION DESIGN


information/interaction flow of it.
PAPER PROTOTYPING & WIREFRAMES

PAPER PROTOTYPING & WIREFRAMES


One of the most celebrated techniques to
create such paper prototypes – devised
by information architects – it’s to create
information architecture diagrams
called Wireframes*. 12/66

USER INTERACTION DESIGN


PAPER PROTOTYPING & WIREFRAMES
wireframes | 线框

PAPER PROTOTYPING & WIREFRAMES


Wireframes are a basic grid system* used
to suggest the layout and placement of
fundamental design elements* in the
interface design.
13/66

基础的格子系统,用于在界面设计

USER INTERACTION DESIGN


中将基础的设计元素进行排版或
放置
PAPER PROTOTYPING & WIREFRAMES
grid system | 格子系统

PAPER PROTOTYPING & WIREFRAMES


The structural foundation that
establishes alignment and hierarchy of
the design elements on a layout.

在版面上创建设计元素位置及层次 14/66

USER INTERACTION DESIGN


的结构基础。
PAPER PROTOTYPING & WIREFRAMES
design elements | 设计元素

PAPER PROTOTYPING & WIREFRAMES


The elements which a designer can use
in a layout -- such as text, images,
symbols, colors, textures -- to compose
a visual message.
15/66

这些元素指的是在排版中设计师可

USER INTERACTION DESIGN


以使用的元素,如:文字,图
片,记号,颜色,纹理等等,这
些元素可以构成视觉信息。
WIREFRAMES
grid systems for interaction

PAPER PROTOTYPING & WIREFRAMES


Because the only suggest the layout of the
system, they must be completed before
any artwork is developed.
16/66

USER INTERACTION DESIGN


WIREFRAMES
grid systems for interaction

PAPER PROTOTYPING & WIREFRAMES


Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the 17/66

navigation of an interactive system.

USER INTERACTION DESIGN


WIREFRAMES
grid systems & visual organization

PAPER PROTOTYPING & WIREFRAMES


When completed correctly they will
provide a visual reference upon
which to structure each part of an
interactive system.
18/66

They also allow for the development of

USER INTERACTION DESIGN


variations of a layout to maintain
design consistency* throughout the
system.
WIREFRAMES
consistency | 一致性

PAPER PROTOTYPING & WIREFRAMES


The conscious effort the designer makes to
create a coherent system that ties all
the design elements of a layout.
视觉一致性质的是设计师通过其努 19/66

力将版面中所有的设计元素组成

USER INTERACTION DESIGN


一个整体的系统。
WIREFRAMES
consistency | 一致性

PAPER PROTOTYPING & WIREFRAMES


The consistent appearance, placement,
and meaning of important design
elements helps users know what to
expect from the interface, and make it
easier for them to interpret and 20/66

respond to new interaction situations

USER INTERACTION DESIGN


as they arise.
一致的外表,排列,重要设计元素的意
义可以帮助了解在这些界面中可以获
取什么。并使得用户在遇到新的交互
式情况时可以更好的理解并做出反
应。
WIREFRAMES
grid systems for interaction

PAPER PROTOTYPING & WIREFRAMES


Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the 21/66

navigation of an interactive system.

USER INTERACTION DESIGN


VISUAL ORGANIZATION
principles of perception

PAPER PROTOTYPING & WIREFRAMES


Whenever we attempt to make sense of
information visually, we first observe
similarities and differences in what we
are seeing. 24/66

USER INTERACTION DESIGN


These relationships allow us to not only
distinguish objects but to give them
meaning.
VISUAL ORGANIZATION
principles of perception

PAPER PROTOTYPING & WIREFRAMES


Similarities and differences provides visual
distinctions, which are the building
blocks of meaning in a visual message.
25/66
The dimensions along which visual

USER INTERACTION DESIGN


contrast can be drawn include shape,
size, color, texture, position,
orientation, and movement.
PRINCIPLES OF PERCEPTION
visual relationships

PAPER PROTOTYPING & WIREFRAMES


The principles of perception give us
valuable insight into how we visually
group information.
30/66

USER INTERACTION DESIGN


1SPYJNJUZ 4JNJMBSJUZ $POUJOVBODF $MPTVSF
PRINCIPLES OF PERCEPTION
proximity | 接近性

PAPER PROTOTYPING & WIREFRAMES


A Gestalt principle of organization holding
that (other things being equal) objects
or events that are near to one another
(in space or time) are perceived as 32/66
belonging together as a unit.

USER INTERACTION DESIGN


格式塔原理,那些物体或项目在时
间或空间上相近被看作为一整
体。
PRINCIPLES OF PERCEPTION
similarity | 相似性

PAPER PROTOTYPING & WIREFRAMES


A Gestalt principle of organization holding
that (other things being equal) parts of
a stimulus field that are similar to
each other tend to be perceived as 33/66
belonging together as a unit.

USER INTERACTION DESIGN


PRINCIPLES OF PERCEPTION
continuance | 延续性

PAPER PROTOTYPING & WIREFRAMES


The act of continuing an activity without
interruption. In design, is the
expectation that users have that a
system will continue to behave/ 34/66
interact as it is currently does.

USER INTERACTION DESIGN


是一 延续的行为。在设计中,期
望用户能 延续自己一贯的行
为。
PRINCIPLES OF PERCEPTION
closure | 封闭

PAPER PROTOTYPING & WIREFRAMES


A Gestalt principle that refers to the way
that we mentally fill in gaps where
there is missing information in a
stimulus. 35/66

USER INTERACTION DESIGN


格式塔原理,指的是人的头脑会将
物体缺失部分连接起来。
PRINCIPLES OF PERCEPTION
visual relationships

PAPER PROTOTYPING & WIREFRAMES


If we want to be able to communicate a
specific message, we need to
understand the psychological
manner in which we group visual 36/66
information.

USER INTERACTION DESIGN


We need to know how to use visual
relationships to our advantage -- we
need to know what makes things
different -- creating visual hierarchies.
VISUAL HIERARCHY

PAPER PROTOTYPING & WIREFRAMES


To build effective visual hierarchies, we use
visual relationships to add more or less
visual weight to page elements and
thereby establish a pattern of 37/66
movement through the layout.

USER INTERACTION DESIGN


Manipulating the attributes of
scale, contrast and proportion helps
us establish that hierarchy.
VISUAL HIERARCHY

PAPER PROTOTYPING & WIREFRAMES


A balanced hierarchy provides not only a
clear path for recognizing and
understanding information, it also
helps unify the disparate elements 38/66
within a page layout into a cohesive

USER INTERACTION DESIGN


whole.

This creates a sense of order and balance.


Without visual hierarchy, page
elements compete for attention, and
as a result, none of them win.
%JTUJODUJPOT)JFSBSDIZ /P7JTVBM)JFSBSDIZ
VISUAL HIERARCHY
grid system for information architecture

PAPER PROTOTYPING & WIREFRAMES


Any given interactive system is composed
of many distinct elements. Navigation
menus (possibly several layers deep),
contact information, search boxes, 40/66
system identifiers, and shopping carts

USER INTERACTION DESIGN


are just a few.
VISUAL HIERARCHY
grid system for information architecture

PAPER PROTOTYPING & WIREFRAMES


The visual organization of an interactive
system can communicate valuable
information about the similarities and
differences between elements and their 41/66
relative importance.

USER INTERACTION DESIGN


VISUAL HIERARCHY
grid system for information architecture

PAPER PROTOTYPING & WIREFRAMES


Once your audience understands the
significance of your page elements,
they can apply that knowledge to the
rest of the system. 42/66

USER INTERACTION DESIGN


"MM1BHF&MFNFOUT"SF&RVBM %JTUJODUJPOT)JFSBSDIZ 'VUIFS%JTUJODUJPOT

/BWJHBUJPO 4ZTUFN
4ZTUFN5JUMF *EFOUJmFS 4ZTUFN
8JEF6UJMJUJFT

4VCTFDUJPO 4ZTUFN
5JUMF 4FDPOEBSZ
/BWJHBUJPO

&NCFEEFE
-JOLT

'PPUFS
VISUAL HIERARCHY
grid system elements

PAPER PROTOTYPING & WIREFRAMES


Generally, the hierarchy of an interactive
system is based on distinctions between
the content, navigation, and
supporting information on a page. 44/66
Within each of these sections further

USER INTERACTION DESIGN


distinctions can also be made.

A general system hierarchy (from highest


to lowest importance) may look like the
following:
VISUAL HIERARCHY
grid system elements

PAPER PROTOTYPING & WIREFRAMES


Content

Navigation

Supporting Elements 45/66

USER INTERACTION DESIGN


'VUIFS%JTUJODUJPOT
5PQMFWFM/BWJHBUJPO
4ZTUFN
*EFOUJmFS 4ZTUFN
8JEF6UJMJUJFT

4ZTUFN 1BHF5JUMF
4FDPOEBSZ
/BWJHBUJPO

4VCTFDUJPO
5JUMF

&NCFEEFE
-JOLT

'PPUFS
GRID SYSTEM ELEMENTS
content/navigation/supporting elements

PAPER PROTOTYPING & WIREFRAMES


Content
Page title
Subsection title
Embedded links 47/66
Supplementary information (captions, references, etc.)

USER INTERACTION DESIGN


GRID SYSTEM ELEMENTS
content/navigation/supporting elements

PAPER PROTOTYPING & WIREFRAMES


Navigation
Location indicator
Top-level navigation options
Sub-navigation options 50/66
Trace route (breadcrumbs)

USER INTERACTION DESIGN


GRID SYSTEM ELEMENTS
content/navigation/supporting elements

PAPER PROTOTYPING & WIREFRAMES


Supporting elements
Site identifier
Site-wide utilities (shopping cart, site map, etc.)
Footer information (privacy policy, contact info, etc.) 53/66

USER INTERACTION DESIGN


GRID SYSTEM ELEMENTS
wireframes

PAPER PROTOTYPING & WIREFRAMES


Visual hierarchy can provide users with a
sense of where they are within an
interactive system, to direct their
attention (to special offers, for 56/66
example), to suggest distinct choices,

USER INTERACTION DESIGN


to explain new elements, and so on.

Keep this in mind while designing your


system’s wireframes.
WIREFRAMES
for which pages should wireframes

PAPER PROTOTYPING & WIREFRAMES


be created for?
Any page that requires client approval or
represent major subsection of the
system and require a distinct layout
and functionality. These pages may 57/66
include but not limited to:

USER INTERACTION DESIGN


Home page;
Major portal pages to sub-sites;
Template pages to grouped content;
Discussion forums;
Search results page;
404 Error page;
ACTIVITY #7:
studying commercial website wireframes

PAPER PROTOTYPING & WIREFRAMES


For each of the websites below:
http://cn.news.yahoo.com/
http://www.netdiver.net/
http://www.mediainspiration.com
http://www.wired.com/ 58/66

USER INTERACTION DESIGN


Make sketches of wireframes where the
following information architecture
elements can be allocated:
ACTIVITY #7:
studying commercial website wireframes

PAPER PROTOTYPING & WIREFRAMES


CONTENT
page titles subsection titles
body text embedded links
images, references, captions
59/66

NAVIGATION

USER INTERACTION DESIGN


location indicator top-level navigation option
sub-navigation options breadcrumbs

SUPPORTING INFORMATION
site identifiers advertisement spaces
site-wide utilities (shopping cart, sitemap, search tools, , etc)
footer information (privacy policy, contact, FAQs, etc.)
WIREFRAMES
pros

PAPER PROTOTYPING & WIREFRAMES


Demonstrates a interactive system concept
quickly, allowing clients to react to
content placement and rendering;
60/66
Can provide guidance to visual designers

USER INTERACTION DESIGN


with respect to information priorities;

Allows for usability testing early in the


project life-cycle;
WIREFRAMES
pros

PAPER PROTOTYPING & WIREFRAMES


Can elaborate on a singular vision for the
interactive system;

Can facilitate collaboration between


61/66
design team and information

USER INTERACTION DESIGN


architects;

Is easy for clients to understand.


WIREFRAMES
cons

PAPER PROTOTYPING & WIREFRAMES


Hinders creativity and innovation by
imposing (real or imagined) limits on
design team;
62/66
Distracts client from tasks at hand:

USER INTERACTION DESIGN


evaluating page priorities,
understanding information
relationships;
WIREFRAMES
cons

PAPER PROTOTYPING & WIREFRAMES


Does not consider color, typography, and
other brand identity elements;

Does not provide accurate usability


63/66
testing results;

USER INTERACTION DESIGN


Relies on other documentation to
provide a complete picture;
ASSIGNMENT #2 [GROUPS]:
information architecture document

PAPER PROTOTYPING & WIREFRAMES


due to week 09
Groups must prepare 20 (twenty) minutes
presentation -- at least 12 (twelve)
slides -- in which they will present, in
English, the information architecture 64/66
document of their product.

USER INTERACTION DESIGN


The presentation must include a complete
navigation flow diagram (a site map)
and -- no less -- than 3 (three) different
wireframes.
HOMEWORK [ INDIVIDUAL ]
sketchbook

PAPER PROTOTYPING & WIREFRAMES


1. Choose 5 (five) words marked with asterisks
(*) you’ve seen in this class and create 5 (five)
posters -- one for each word -- on separate
pages of your sketchbook; 65/66

USER INTERACTION DESIGN


2. Each poster must include:
-The word chosen, with its English definition;
-3 (three) pictures;
-2 (two) websites;
-Your comments/impressions of the definition.
HOMEWORK [ INDIVIDUAL ]
tags

PAPER PROTOTYPING & WIREFRAMES


UFTU XJSFGSBNFT
DMPTVSF
DPOUJOVBODF
EFTJHOFMFNFOUT
QSPYJNJUZ 66/66

DPOTJTUFODZ

USER INTERACTION DESIGN


TJNJMBSJUZ QSPUPUZQF
HSJETZTUFN

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