Each of the project teams have subteams that take a turn introducing one of the class readings as a part of an in-class panel on the kickoff date. Members of the kickoff team typically get started on the reading one class session before the rest of the class. They then participate in a panel in front of the class to answer questions posed by an instructor (acting as moderator) and other classmates. Some of the questions from classmates will be from the list of questions given to the panelists in advance. Students in the class can also ask questions that they think of. The instructors can help field the questions that the panelists deem to be beyond their knowledge of the reading or topic.
kick-off presentation 10/29
all students complete readings by 11/1
Read chapters 1, 2, 5, and 8 of uxpin_the_guide_to_wireframing.pdf file in Canvas
(also available at: https://www.uxpin.com/wireframing-hands-on-guide?section=how-to-build-an-interactive-wireframe)
[optional read] https://medium.com/@dustin/how-to-get-value-from-wireframes-f40c2cf27960#.jevdcy95k
[optional read that we discussed in a previous class session about getting started] https://blog.prototypr.io/getting-started-with-wireframes-8aff9b92a4c0#.1gim6dvrg (also talks about tools)
Questions for the panel
[Creme Betweens] True or False - a good use of a wireframe is to convey how the visual design will look for a particular brand. Why?
[Tappy Toes] True or False - a good use of a wireframe is to show how an interface will function / behave. Why?
[Oof Whites] How might UX Designers use wireframes similarly or differently than (back end) developers?
[Prongles] How might graphic designers use wireframes similarly or differently than product managers?
[moderator] pick one of the design principles shared in chapter 8 and relate it to your team project:
-Plan a little – do the rest
-Set expectations – not just goals
-Start with users – and their needs
-Think how, not what -Start simple, stay simple
-Don’t confuse change with improvement
-Everything has a meaning -Be consistent, not uniform -Low-fidelity doesn’t mean unrealistic
-Experiment & collaborate quickly
-Your designs will get built
-Shipped is better than perfect