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	<title>DigiKev &#187; interface design</title>
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	<link>http://digikev.co.uk</link>
	<description>Building experiences &#124; Web design, interface design, information architecture and user experience</description>
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		<title>Iterative process and the need for play making in design</title>
		<link>http://digikev.co.uk/08-06-2009/iterative-process-play-making-design/</link>
		<comments>http://digikev.co.uk/08-06-2009/iterative-process-play-making-design/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 21:57:55 +0000</pubDate>
		<dc:creator>Kevin Rapley</dc:creator>
				<category><![CDATA[Interface]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Web design]]></category>
		<category><![CDATA[comic prototyping]]></category>
		<category><![CDATA[ia]]></category>
		<category><![CDATA[information architecture]]></category>
		<category><![CDATA[interface design]]></category>
		<category><![CDATA[traci lepore]]></category>
		<category><![CDATA[ux]]></category>
		<category><![CDATA[ux matter]]></category>

		<guid isPermaLink="false">http://digikev.co.uk/?p=320</guid>
		<description><![CDATA[Traci Lepore has just written her article Putting Together a Production: A Rehearsal Strategy for Design for UX Matters.  Intelligently, in a captivating and easy to follow manner she likens design iterations and the need for an iterative process to her own personal accounts of being an actress.  She has to learn the [...]]]></description>
			<content:encoded><![CDATA[<p>Traci Lepore has just written her article <a href="http://uxmatters.com/mt/archives/2009/06/putting-together-a-production-a-rehearsal-strategy-for-design.php" rel="external" title="Putting Together a Production: A Rehearsal Strategy for Design">Putting Together a Production: A Rehearsal Strategy for Design</a> for <acronym title="User Experience">UX</acronym> Matters.  Intelligently, in a captivating and easy to follow manner she likens design iterations and the need for an iterative process to her own personal accounts of being an actress.  She has to learn the lines while getting over her own shyness and discomforts in order to work through the initial stages of what is required of her.  Soon the shyness disappears and the acting refined over several iterations.  The iterations are play making, trying out new ideas and discarding those that fail.  This creative space for trial and error is essential to the refinement of the final play.  This cycle, as she depicts through flow diagrams, is a helical process rather than linear.  The steps in taking on board what is required, learning the script and refinement of acting are completed over several iterations, it is then up to the director and audience to judge.<br />
<span id="more-320"></span><br />
Too often project scope constrains a linear process on web design.  Qualitative and quantitive market research results are outputted to persona creation.  Persona creation in turn output to user journeys and flows.  User journeys and flows develop site maps and wireframes. Wireframes become prototypes and design scamps.  Before we know it, the website is coded and pushed live.  Let us just break this linear approach.  Let us iterate the design processes and not be scared to revisit a step and feed new ideas and information back into the production.  What needn&#8217;t be in the design at all? Iteration will refine and develop an idea into a solid concept.</p>
<p>I have been getting excited about <a href="/26-05-2009/prototyping-user-experience-with-comics/" title="Comic prototyping">comic prototyping</a> recently and how it has the ability to reflect the feelings and aspirations of the end user to the client.  Rather than emphasis on the interface and placing it centre of attention based on analysis, comic prototyping is end user centric.  This, in my opinion opens up new design avenues. And, because the fact that what is being created is a comic, an understanding of the values, aspirations and feelings from using the interface rather than the product itself, it encourages the notion of play making.  The comic prototype will never feature in the final product, the end user will never see it.  There is nothing precious around the prototype and it feeds into the further iterations around the design process.  I believe this is a good place to start to get the iterative process working but we must try and continue this throughout the lifecycle of the design too.  But when should we stop? Until the product is at a stage where it is suitable for production? Or time and budget restraints are exhausted?</p>
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		<title>Advertising gestural interface</title>
		<link>http://digikev.co.uk/08-06-2009/advertising-gestural-interface/</link>
		<comments>http://digikev.co.uk/08-06-2009/advertising-gestural-interface/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 13:19:27 +0000</pubDate>
		<dc:creator>Kevin Rapley</dc:creator>
				<category><![CDATA[Interface]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[CBS Outdoor]]></category>
		<category><![CDATA[Clusta]]></category>
		<category><![CDATA[interface design]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://digikev.co.uk/?p=290</guid>
		<description><![CDATA[Birmingham based agency Clusta have coupled together with CBS Outdoor (outdoor billboard advertising company) to produce a truly unique interface.  It engages iPhone users with advertising LCD screens, allowing them to control and change the advertisement on screen via gestural interactions through WiFi or 3G connectivity on their phone.

According to Brand Republic:
By swiping in [...]]]></description>
			<content:encoded><![CDATA[<p>Birmingham based agency Clusta have coupled together with CBS Outdoor (outdoor billboard advertising company) to produce a truly unique interface.  It engages iPhone users with advertising LCD screens, allowing them to control and change the advertisement on screen via gestural interactions through WiFi or 3G connectivity on their phone.<br />
<span id="more-290"></span><br />
<a href="http://www.brandrepublic.com/News/911190/Consumers-creative-control-digital-posters-new-iPhone-platform" rel="external" title="Consumers get creative control on digital posters through new iPhone platform">According to Brand Republic:</a><br />
<cite>By swiping in either direction on the iPhone’s touchscreen, users can make the object in the digital poster spin to the left or right, and users can also make the display change colour.</p>
<p>Also by using the &ldquo;pinch&rdquo; and &ldquo;stretch&rdquo; finger gestures on the iPhone, consumers will be able to zoom in or out of the object displayed on the screen.</cite></p>
<p>I know that it is a shame that this is currently limited to iPhone owners but according to Clusta this technology can be developed to work across all smart phones.  It will be interesting to hear over the coming weeks what the take-up and interest is like in this type of advertising in London where it is to be put to trial.  At the moment I feel being able to zoom in on a product, spinning it around and changing the colour would be very useful if say you were looking at an advert for a new trainer where you can get a total 3D perspective and change colour options.  But, unless the technology becomes more intelligent to give the user a more engaging experience this could just become a gimmick.</p>
<p>What are your thoughts? Do you think this idea will take off?</p>
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		<title>Prototyping user experience with comics</title>
		<link>http://digikev.co.uk/26-05-2009/prototyping-user-experience-with-comics/</link>
		<comments>http://digikev.co.uk/26-05-2009/prototyping-user-experience-with-comics/#comments</comments>
		<pubDate>Tue, 26 May 2009 08:00:43 +0000</pubDate>
		<dc:creator>Kevin Rapley</dc:creator>
				<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[comic prototyping]]></category>
		<category><![CDATA[interface design]]></category>
		<category><![CDATA[jared spool]]></category>
		<category><![CDATA[site maps]]></category>
		<category><![CDATA[tom wailes]]></category>
		<category><![CDATA[use cases]]></category>
		<category><![CDATA[user flows]]></category>
		<category><![CDATA[wireframes]]></category>

		<guid isPermaLink="false">http://digikev.co.uk/?p=224</guid>
		<description><![CDATA[I listened to a podcast on Boxes and Arrows featuring Tom Wailes of Yahoo! describing how he and his team use comics to prototype user experience.  This sparked my interest; I have been experimenting with the process and trying to find as many resources of using comics for prototyping as I can get my [...]]]></description>
			<content:encoded><![CDATA[<p>I listened to a <a href="http://www.boxesandarrows.com/view/straight-from-the26">podcast on Boxes and Arrows featuring Tom Wailes of Yahoo! describing how he and his team use comics to prototype user experience</a>.  This sparked my interest; I have been experimenting with the process and trying to find as many resources of using comics for prototyping as I can get my hands on.  What I found appealing about prototyping with comics is that it puts the focus on the experience for the user rather than putting all the emphasis on the design structure of the website or application.<br />
<span id="more-224"></span><br />
Usual outputs for the design phase include use cases, wireframes, user flows and site maps.  These all appear to be interface centric, even user flows.  Although user flows track how a user would typically be expected to traverse through a website, they don&rsquo;t completely reveal what the user gains from the experience nor the concept.  These methods also tend to focus on the details rather than the concept.  <a href="http://www.uie.com/brainsparks/2006/03/29/a-forgotten-prototype-technique-comics/">Jared Spool explains this</a>: </p>
<p><cite title="Jared Spool">&ldquo;What are the buttons? How do they work? What displays when? Where is everything in relationship to everything else in the design? No doubt, these are important issues, but they are only one side of the story.</p>
<p>What’s often missing is the view from the user’s experience: What’s frustrating? What works well? What is their motivation? What do they do with the results of the interaction? How does it dovetail into other aspects of their life?&rdquo;</cite></p>
<p>Comic prototyping does reveal the experience and concept, revealing the reactions of the user and their emotions and feelings as a result of using the interface.  This gives a more rounded picture of the user experience and in doing so helps us place the outcomes of the experience into the design of the interface.</p>
<p>For some of my clients, seeing an interface wireframe and bridging the gap between that and the final website interface is tough.  They find it difficult to understand how it corresponds to the final product and their audience of users engaging with it.  It could be argued that it is my job to break down these barriers and to make the information architecture design more understandable.  Which I do.  However, using comic prototyping to assist wireframes the communication of how the final product will work and assist users is far improved.  In some cases comic prototypes could replace wireframes completely.  The graphical method of a comic and its narrative is easily understandable whereas wireframes to the untrained eye need to be explained.</p>
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