Prototyping
Prototyping
2022/04/03 (補充內容及新增投影片)
2022/04/05 (修改投影片)
2023/02/17 (補充內容)
簡介
雛型是一個與使用者溝通的工具,也因為不同的溝通目的,會有不同類型的雛型:
Sketch: 草圖,通常是手繪或紙本,也可以是透過軟體來繪製,一般而言,就是對於設計概念的最初設計
Wireframe: 框線圖,可以是手繪或紙本,也可以是透過軟體來繪製,一般而言,就是對於畫面輸入、輸出的內容與配置設計的最初設計
Mockup: 視覺稿,通常是透過軟體來繪製,一般而言,就是對於畫面輸入、輸出的配置設計的視覺高擬真設計
Prototype: 雛型,廣義的說法就是包含以上的做法,狹義的作法是視覺及互動行為高擬真設計。
也可以從雛型的擬真度來說明:
視覺擬真度,也就是視覺效果跟真實的系統之間的相似程度。視覺擬真又會分內容擬真與樣式擬真。一般而言,Sketch的視覺擬真度最低,Wireframe重視內容擬真度,Mockup則重視樣式擬真度。
互動行為擬真度,也就是互動行為與真實的系統之間的相似程度。一般而言,Prototype的重點在於互動行為擬真度。
當使用者的需求不是很清楚時,設計者會利用雛型讓使用者感受真正的系統,所以,如果想確定的是內容,那就需要利用內容擬真度高的Wireframe來確認,如果想確定的是樣式的視覺感受,就需要利用樣式擬真度高的Mockup來確認。
![](https://www.google.com/images/icons/product/drive-32.png)
2022/04/05 (修改)
雛型
為實驗產生雛型
利用製作原型修正設計
利用結構化腳本設計原型
大學生的 UI 設計選修課(10)Prototype 類型與使用時機
Prototype、Wireframe、Mockup的差別
Prototyping for beginners (7:23)
Rapid Prototyping — How To Make It Work For You
Process
Prototype
Review
Improvise and iterate
Rapid Prototyping Methods
Paper Prototyping
Digital Prototyping
3 rapid prototyping exercises to improve your UX skills
8–6–4–2 Rapid Prototype Method
A Twist on the #DailyUI Challenge
Solve a Problem you’ve encountered
A Scientific Method for Impactful UX Prototyping
WHAT / Choose a starting point
WHY / Identify what you need to learn
HOW / Choose a means of prototyping
TEST / Play with it
OBSERVE / Collect observations
CONCLUDE / Draw conclusions
Prototyping Empathy: Six tips for staying focused on people while prototyping
Make people your top prototyping requirement
Optimize for a human experience, not a feature
Use prototyping to explore (as well as validate)
Know what it looks like if you’re wrong
Make it more authentic with people’s real stuff
Use your prototype to share people’s experience
Prototypes 101: Set yourself up for iteration (a failure story)
That’s why it’s important to set yourself up for easy iteration so you can go through as many loops as possible when building a prototype.
Top 4 Quick Prototyping Methods
Paper Prototype
Clickable Wireframes
Wizard of Oz
Role Play
Prototyping for XR
Mockup
UI/UX Design: Realistic Mockups : Placeit
Sketching
How Sketching Will Make You a Smarter Designer
Proof of concept
Sketching = visual thinking
Iterating ideas quickly
Generating discussion
Give it a shot
Why wireframes are becoming obsolete
What do I do instead of wireframes? Instead, try sketching.
Wireframe
Wireframing for beginners (7:25)
What are wireframes?
Wireframing is a way to design a website service at the structural level.
A wireframe is commonly used to lay out content and functionality on a page which takes into account user needs and user journeys.
Wireframes are used early in the development process to establish the basic structure of a page before visual design and content is added.
The Value of Wireframes
Wireframing is essential in UI design
A wireframe is much easier to adapt than a concept design
Wireframing takes place early in the project lifecycle
Creating Wireframes
Do not use colors
Do not use images
Use only one generic font
Important Elements Illustrated in Wireframes
Logo
Search field
Breadcrumb
Headers, including page title as the H1 and subheads H2-Hx
Navigation systems, including global navigation and local navigation
Body content
Share buttons
Contact information
Footer
Types of Wireframes
Low-fidelity wireframes
High-fidelity wireframes
Step 1. Design presentation style
Step 2. Design the workflow
Step 3. Select the tools
Step 4. Grid it out
Step 5. Move placeholders
Step 5. Add typography
The Newbie PM’s Guide to Creating Wireframes and Mockups: Tips to start creating wireframes and mockups (using Figma) with no design experience
Choose a design software and stick to it
Sketch
Marvel
Figma
Decide on a visual theme
Download GUI files with basic iOS/Android elements
Get inspired!
Understand User Experience Design
Review everything with your team
Lastly, practice, practice and practice
Lo-fi vs hi-fi wireframes, and the importance of designing the Flow
Understanding the potential of wireframes
Wireframing cannot be obsolete.
Wireframes aren’t concrete.
Wireframes aren’t a waste of time.
I stopped doing wireframes, this is what happened next : This story is about the time when we had piled up deadlines, not enough time, a screaming client, and a team that wanted designs delivered faster.
The upsides of working on high-fidelity screens
Better visual ideation
Less time and more productivity
More time to experiment on better UI
Higher productivity, better developed screens
Better client interactions
Wireframes are becoming less relevant — and that’s a good thing
Shifting product development methodologies are changing how design gets done
Usability and information architecture don’t exist in a vacuum
Wireframes are rarely effective for stakeholders
It’s getting faster and easier to approximate high fidelity visuals
Does wireframing ever make sense?
Wireframes are useless : Why we stopped using them and how it improved the way we design.
When we say that we don’t use wireframes, we’re talking about high-fidelity wireframes.
Argument 1: Wireframes allow us to decide on strategic and content-related questions
Argument 2: Wireframes allow us to test the product thesis early on
Argument 3: Wireframes accelerate the process
Argument 4: Wireframes allow you to avoid discussions of taste
Designers and their wireframe habits
47% (54) prefer pen and paper over desktop apps, which was chosen by 46% (53), followed by drawing on tablet/iPad at 8% (9).