Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Communicating Design In a Multiscreen World

Communicating Design In a Multiscreen World

Presented at Webvisions Portland 2014

Much of the conventional design process and documentation we rely on is ineffective when it comes to communicating how we want our designs to translate across a wide range of devices and screen sizes. This talk is all about producing effective, efficient deliverables for an increasingly mobile-accessed Web, and practical design methods you can put into use right away.

links referenced:
http://foodbank.bradfrostweb.com/timeline/
http://rif.superfriend.ly/
https://github.com/elliance/metaframe

Dennis Kardys

May 09, 2014
Tweet

More Decks by Dennis Kardys

Other Decks in Design

Transcript

  1. Communicating
    Design
    in a MULTISCREEN World
    Dennis Kardys, Design Director, WSOL | @dkardys #wvpdx

    View Slide

  2. “We want a
    responsive design!”

    View Slide

  3. “We want a
    responsive design!”
    ...So that our site will work
    on my [boss’s] iPhone...

    View Slide

  4. NO! NOT JUST ONE SCREEN—

    View Slide

  5. ALLS THE SCREENS!

    View Slide

  6. It’s a good time to
    be a designer...

    View Slide

  7. But WILL the
    People know
    to click it?

    View Slide

  8. View Slide

  9. ...a good time to be in
    the deliverables
    business?

    View Slide

  10. Makers wanna
    make...
    not document

    View Slide

  11. How much
    of the design process
    is expendable?

    View Slide

  12. “The purpose of a design
    artifact, whether a
    wireframe, prototype or
    sketch, is to illustrate our
    thinking.”
    —Robert Hoekman

    View Slide

  13. designing for lots of screens...
    IT’S COMPLICATED, YO!

    View Slide

  14. A single user task,
    represented by a series
    of actions across time

    View Slide

  15. A single user task,
    represented by a series
    of actions across time

    View Slide

  16. 65% 60% 4%
    source: Think With Google, “The New Multi Screen World” - http://bit.ly/Qivs98
    multiscreen behavior
    ~ search ~

    View Slide

  17. A single user task,
    represented by a series
    of actions across
    screens and time

    View Slide

  18. A single user task,
    represented by a series
    of actions across
    screens and time

    View Slide

  19. new challenges demand
    a Flexible Workflow
    & Adaptive Process

    View Slide

  20. Facilitation
    Setting expectations

    View Slide

  21. CC licence: flickr Mitchell Joyce https://flic.kr/p/6TYNf1
    Alleviate concerns...

    View Slide

  22. CC licence: flickr Mitchell Joyce https://flic.kr/p/6TYNf1
    Foster healthy mindsets.

    View Slide

  23. Designing in
    the open...
    http://foodbank.bradfrostweb.com/timeline/

    View Slide

  24. Provides a
    line of sight

    View Slide

  25. Provides a
    line of sight

    View Slide

  26. Setting Guidelines
    • Design Studio Methods
    • Design Mini Brief
    • Structured Rules for Critique

    View Slide

  27. View Slide

  28. View Slide

  29. Totally arbitrary
    re-prioritization of
    objectives incoming!

    View Slide

  30. The purpose of a design
    artifact can also be to
    transform our thinking

    View Slide

  31. Participatory Sketching
    Getting stubborn ideas out of people’s
    heads and onto paper.

    View Slide

  32. View Slide

  33. View Slide

  34. View Slide

  35. Don’t Pause for Perfection
    (iterate for improvement)

    View Slide

  36. Experiential
    Prototyping

    View Slide

  37. Comics & Storyboards
    Great for getting to people focus on goals and
    scenarios instead of features and screens.

    View Slide

  38. Experience Maps
    Outlining the various points where users interact with a
    product or service, across channels. Can weave together
    personas, scenarios, and tasks.

    View Slide

  39. Role Playing / Bodystorming
    Performing the experience
    http://www.flickr.com/photos/xian/3763797756/in/photostream/
    http://www.flickr.com/photos/nlireland/5963130143/

    View Slide

  40. http://signalvnoise.com/posts/1926-a-shorthand-for-designing-ui-flows
    A Shorthand for UI Flows
    Build a sense of place across screens by building
    consistency in what the user can see and do.

    View Slide

  41. Stories help you find
    gaps in the experience.
    http://www.flickr.com/photos/osucommons/3385601567/

    View Slide

  42. 1. Consistent
    2. Convenient
    3. Connected
    4. Contextual

    View Slide

  43. Tactical
    Prototyping

    View Slide

  44. Systems can be
    deconstructed.
    Systems have rules.

    View Slide

  45. Design Systems Breed
    • Structured Content
    • Modular Markup & CSS
    • More consistent UI

    View Slide

  46. Friction in the process between
    design and dev teams are often
    the result of poorly defined
    design systems.

    View Slide

  47. Style Exploration
    (UI lead)
    Content / Layout/IxD
    Exploration
    (interaction/IA lead/front end)
    High Fidelity
    (all hands on deck)
    Explore in tandem
    Discuss In Isolation Discuss In Isolation
    Evaluate in Context

    View Slide

  48. Visual Inventory
    Component Audit
    Element Collage
    Style Guide
    Explore in tandem
    Content Inventory
    Page Tables
    Content Reference
    Low-fi Prototypes
    Component Library
    High Fidelity
    Prototype
    Refine in context

    View Slide

  49. KJ Method
    An efficient way to exhaust content ideas or goals and
    arrive at consensus when dealing with large or divided
    groups.
    http://www.netmagazine.com/features/how-run-effective-meeting

    View Slide

  50. Paper Prototypes
    Quickly validate and adjust ideas while considering
    considering context and ergonomics

    View Slide

  51. Page Tables / Content Outlines
    Worksheets for evaluating, prioritizing and structuring
    content. Can map to how content will be structured
    within a content management system.

    View Slide

  52. Component Audit
    What components are existing? What components are
    needed? What components are redundant?

    View Slide

  53. View Slide

  54. Content Reference Wireframes
    Plotting template structure and content zones.

    View Slide

  55. Content Reference Wireframes
    Plotting template structure and content zones.
    BETTER
    IN
    THE BROW
    SER!

    View Slide

  56. Low Fidelity HTML Prototypes

    View Slide

  57. Annotations for HTML
    Wireframes
    Elliance Metaframe: https://github.com/elliance/metaframe

    View Slide

  58. View Slide

  59. evaluating decisions in their
    actual medium

    View Slide

  60. Visual Inventory - concept
    Inspirational screenshots to help gauge art direction

    View Slide

  61. Visual Inventory - concept
    Inspirational screenshots to help gauge art direction

    View Slide

  62. Visual Inventory - color

    View Slide

  63. Visual Inventory - color

    View Slide

  64. Visual Inventory - type

    View Slide

  65. Visual Inventory - type

    View Slide

  66. Element Collage
    Vignettes that explore style in context of key components

    View Slide

  67. Element Collage
    Vignettes that explore style in context of key components

    View Slide

  68. Style Prototype / Guide
    Basic elements with applied visual style

    View Slide

  69. Component Guide
    Components + design system rules

    View Slide

  70. Component Guide
    Components + design system rules

    View Slide

  71. View Slide

  72. View Slide

  73. High Fidelity Prototype

    View Slide

  74. High Fidelity Prototype

    View Slide

  75. Learn only what you need
    to learn to move on...

    View Slide

  76. Facilitation
    Pacing & Preparation

    View Slide

  77. View Slide

  78. Crossing the
    Chasm

    View Slide

  79. Pace The
    Conversation
    Focus on one thing at a time
    http://www.flickr.com/photos/nlireland/5963130143/

    View Slide

  80. Build Momentum
    distinguish between
    learning & reviewing.

    View Slide

  81. Project paralysis...

    View Slide

  82. Prime Time
    continually priming and
    reinforcing expectations
    _____________
    the right conversation the right
    time

    View Slide

  83. PREPARING
    for what’s to come

    View Slide

  84. How much
    documentation?

    View Slide

  85. Lifespan (disposable or living)
    Proximity (immediate, long term)
    Purpose (learning or specify)

    View Slide

  86. Create Props
    NOT
    Paperwork

    View Slide

  87. UX is a result...
    not a document.

    View Slide

  88. YOU GOT THIS, DUDE!

    View Slide

  89. THANKS!
    Dennis Kardys
    design director |
    book: mobile-web-triage.com
    @dkardys

    View Slide