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

Build Wireframes and Low Fidelity Prototypes

Build Wireframes and Low Fidelity Prototypes

What the deck covers:
- Problem and goal statement.
- Storyboarding
- Low-fidelity and high-fidelity design.
- Principles of information architecture.
- Implicit bias and deceptive patterns in design.

Bethany Jepchumba

June 09, 2022
Tweet

More Decks by Bethany Jepchumba

Other Decks in Design

Transcript

  1. Bethany Jepchumba • Academic Cloud Advocate 🥑 at Microsoft, for

    AI & ML • Freelance designer – on break 🔔 • @bethanyjep 📫
  2. What we will cover today Problem and goal statement. Storyboarding

    Low-fidelity and high-fidelity design. Principles of information architecture. Implicit bias and deceptive patterns in design.
  3. Example: as a businessman I need to sell my product

    online because that is where my customers are *
  4. Goal Statements • What specific action will users take when

    they visit your application/product? • Who will the action affect? • What positive impact will the action have in solving the users' needs? • How do you measure success of the action performed?
  5. Example: our donations app will let users donate second-hand clothes

    which will affect how users dispose clothes by giving them a platform to give back to those in need, which will be measured by number of donations successfully delivered.
  6. Our _____ will let users ______ which will affect _________

    by _________. We will measure the product effectiveness by ________
  7. Components of a Story • Users - [characters] • Setting/Context

    of the story. The where and what. • Plot – solution, what does your product offer? • Narrative – journey from challenge to victory
  8. big picture vs close-up storyboards. • a “big picture” storyboard

    shows a user in a setting. • a “close up” storyboard shows interactions with the app screens.
  9. How do you define the route a user takes? -

    draw.io Duke University Library Information Architecture
  10. 8 principles of information architecture by Dan Brown Exemplar -

    cognitively, users process items in categories Multiple Classification - design should offer different ways to access information Focused Navigation - each menu should strategically and logically be deisgned to aid in navigation Growth - design to accommodate future changes, scalability
  11. 8 principles of information architecture by Dan Brown • Object

    – it is living, evolves and changes • Choice – Hick's law, the more the choices, the harder the decision making • Disclosure – show enough information that users can be able to process and pique their interest to learn more. • Front door - not everyone will land directly in your homepage, hence each page should be standalone
  12. Low vs High Fidelity Prototype • Fidelity is how your

    design matches the look and feel of the final product • Therefore, low fidelity is a less refined/polished design compared to high fidelity
  13. “We must judge the value of our design work by

    the impact it has on the world, good or bad — and it’s up to you to be aware of that impact.” Mike Monteiro