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Working in Context: Rapid Animated Prototyping / Nir Kosover (UX Salon 2016)

UX Salon
April 19, 2016

Working in Context: Rapid Animated Prototyping / Nir Kosover (UX Salon 2016)

Great products are all about a needed value and an appealing coherent story. We use prototypes to get a glimpse into that story, trying to bridge the context gap between ourselves and our users. Nir will present rapid animated prototyping as a way of working in context and creating those great coherent products.

UX Salon

April 19, 2016
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  1. From Latin contextus, to join together, to weave; CONTEXTPenis /

    Toe ? “ Well, it's either a penis or a toe, I'm not 100% sure. Dr. Grant Anderson
  2. ? Eschew “ For several years I was a heavy

    smoker but now that I have learned to Eschew cigarettes I feel much better.
  3. For several years I was a heavy smoker but now

    that I have learned to Eschew cigarettes I feel much better. “ ? Eschew = To avoid (something) especially because you do not think it is right, proper, etc.
  4. What we ‘as planners’ know or think vs. what someone

    using the product actually know or how he is actually using the product CONTEXT GAP
  5. THE ESSENCE Defining & designing products should be flow driven

    & should include basic contextual animations 1. Research 2. Decide on your most common flow, and start with 3. Use a tool that can auto-animate between screens 4. Test as you go 5. Iterate - learning is the key METHOD
  6. 1. Research 2. Decide on your most common flow, and

    start with it 3. Use a tool that can auto-animate between screens * 4. Test as you go 5. Iterate - learning is the key METHOD * Highly recommended ENCE g & designing products should be flow driven hould include basic contextual animations
  7. 1. Everything is a flow, a sequence 2. Motion is

    the narrator, it tells the story of that sequence 3. We can “wireframe” motion just like we wireframe design MOTIVATION?
  8. GOAL 1. Something that we would use 2. We have

    to do it fast 3. Simplicity & Design as core values
  9. WHAT WE LEARNED 1. You don’t really need a screen

    for each channel 2. The shapes don’t make sense.. 3. Missing basic features - volume, settings
  10. WHAT WE LEARNED 1. Channels are still a bit awkward

    2. Mute, pause /play, volume need some work 3. Is recording next channel clear?
  11. WHAT WE LEARNED 1. Channel behaviour - almost there 2.

    Volume - yeahhh!!! 3. Settings + load songs - Yeahhhh!!
  12. 1. It’s easy to consume more time with animations 2.

    Tools shortcomings (Hover states, scroll, etc..) 3. Falling in love with the animations - loose focus.. CON’s?
  13. 1. Work in context (full usage scenraio, immediate feedback loop)

    2. Test your ideas very early in the process 3. Treat animations as an integral part of the product 4. Get buy-in for ideas PRO’s?
  14. 1. Context 2. Bridging the context gap 3. Full usage

    flows, like vertical slices, best to test assumptions 4. Keynote crash course QUICK SUMMARY
  15. Silent launch on March 1st 3500 users 126 states 45%

    returning users Avg. use time of 7 min. Avg. of 3 channels per Jam