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A few months ago, I spoke at City University London about Wireframing for Responsive Web Design where I proposed that paper could be a useful tool for responsive design. Since then, I haven’t had many chances to try the technique I proposed hands-on, but a suitable opportunity came up recently when we decided to look into making our own Webcredible site more responsive.

I helped facilitate a workshop to start our responsive design project, and I decided to introduce the idea to my colleagues taking part in the workshop, both UX designers and internal stakeholders. As we were adapting an existing site, we already had a baseline for the content we could include so I started by printing out screenshots of some of our most important pages. Each person was given one or more of these screenshots, some empty paper, a pair of scissors and some glue. The only instructions I gave was to try and slice up and rearrange page content so that it fits in a single-column layout.

Here’s some examples of what came out of that workshop:

Linear layouts of Webcredible pages

What we all really liked about this method was the speed (as we didn’t have to sketch much from scratch) and the flexibility of rearranging pieces of paper before committing to a final solution. The developer in charge of delivering this project also found it helpful to have a visual overview of the intended mobile result based on the existing content. Of course, there’s some limits on how much interactivity you can try to convey through paper, but this didn’t stop us from trying. One of the tricks I really like is this folded piece of paper showing how a long list of tags in our blog might be collapsed into a drop-down menu:

Folded piece of paper signifying a drop-down menu

To see more high-resolution photos (and a sneak peek at our upcoming responsive site), take a look into our responsive design Pinterest board. And let us know what you think in the comments below – would you consider using paper for responsive design?

 

In the beginning there was Clear - the iPhone app that turns managing your to-do list into a game of gesturing around the screen (if you haven’t seen how this works, you can watch a demo video of the app). At first I thought this was a folly that was quickly going to fade away. But a few weeks later somebody decided to redesign another basic app, your humble calculator, to also use gestures. Rechner app prides itself on being  ”the world’s first gesture based calculator” and makes you perform gestures instead of tapping buttons for the basic act of adding 2 numbers. Its creators have also created a pretty demo video that makes adding numbers with gestures appear as compelling as performing magic.

What neither of these videos shows is that before you start using either of these apps you’ll need to go through a couple of tutorial screens to find out what gestures you can use and what they do. A tutorial before I can add numbers or scribble some to-dos? Thanks, but no thanks!

Here’s what these tutorials look like:

Tutorial screen showing a gesture for the Clear appTutorial screen showing gestures for the Rechner app

The first screen, one of the 7 tutorial screens shown when the Clear app is first launched, teaches you the elaborate gesture that the app’s creators have thought up for going one level up. You may have noticed that you need to hold the phone in one hand and pinch with 2 fingers on your other hand to perform this gesture. That’s something most other apps accomplish by using a standard ‘Back’ button, and you can usually tap this button with your thumb on the same hand that you’re using to hold the phone. Perhaps Clear should be branded ”the world’s first two-handed to-do app“?

The second screen, “explaining” how to use the Rechner app, assumes people can decipher the gesture notation and understand that you need to ‘swipe right twice‘ to multiply. I’m not sure how this squares up with Rechner’s creators’ claim that their app is “200% more efficient”, since on a standard calculator you’d only have to tap the multiply button once.

So what do these apps offer in exchange for having you learn & perform all these gestures? On Clear, most gestures could be replaced with a couple of buttons at the top of the screen for adding & editing tasks, and going back to the previous screen. Sure, this would have meant that the screen could show 1 less to-do item, but that’s hardly a tragedy. On Rechner, removing the action buttons from the calculator keypad leaves more space to make the number buttons bigger, but did anyone complain that they were too small in the first place? The only thing both apps consistently offer, is the potential for mistakes. When you can perform gestures anywhere on the screen, and most gestures do something, it’s very likely that you’ll end up accidentally activating one. And because gestures don’t come with labels, you won’t know what you’ve just done.

So, dear app designers & developers, please stop this gesture madness. I know gestures look cool, but they’re also:

  • Difficult to discover – do you really want your app to start with a tutorial?
  • Hard to remember - unless they map to a natural action
  • Easy to accidentally activate and cause confusion
  • Not making an app more efficient - it takes at least as much time to drag your finger across the screen as it takes to tap a button

There’s many good use cases for gestures (e.g. for directly manipulating objects on a screen, or for secondary actions), but reinventing the calculator or the to-do list isn’t one of them.

Have you seen any great or terrible uses of gestures? Leave us a comment, it’ll be interesting to see what else is out there…

UXCampLondon presenters pick their slot in the schedule

If there’s something else that’s abundant in London this summer apart from rain, it’s interesting UX events. Last Saturday, three members of the Webcredible UX team (myself, Yeevon & Richard) braved the rain and made their way to an annual fixture of the UX events calendar, UXCampLondon 2012. If you’ve never been to UXCampLondon, the best way to describe it is as the ‘open-mic’ version of a UX conference. There’s no pre-set schedule, and all attendees are encouraged to pick a time slot and host a presentation or discussion. Invariably, this results in a widely varied schedule covering everything from the core to the fringes of User Experience. Some of the sessions we liked this year were (in no particular order):

We’re proud to have sponsored UXCampLondon this year, and we’d like to send our thanks to all the volunteers who put a lot of hard work to make it happen. All the best for UXCampLondon 2013!

In the past year, I’ve trained more than 100 people in Axure through our Webcredible Prototype in Axure training course. I’ve had the chance to watch them make their first steps in laying out a page and, while Axure doesn’t have a particularly steep learning curve, there are a few elementary mistakes that beginners seem to make. Here’s a list of these mistakes and, more importantly, how to avoid them

1. Adding unnecessary text panels

When you start wireframing a page, you’ll soon come up with the need to put some text inside a box. One way to do this in Axure is to drag 2 widgets into your page: a rectangle and a text panel.

While there’s nothing inherently wrong about this, now you have 2 objects to worry about. You need to ensure that they’re moved & re-sized together, and you’ll have to group them to make sure this happens automatically. In most of these cases, there’s a simpler solution.

Axure allows you to add text inside most widgets, including Rectangles, Placeholders, Button shapes and even images without the need to create a separate text panel. All you need to do is double-click on the widget you want to add text to, and you’ll see a cursor that allows you to enter text. On image widgets, double-clicking sets the image, so you need to right click and select ‘Edit Image > Edit Text’ instead. To get the text in the right place inside the rectangle, you’ll probably need to use the widget properties panel to adjust the horizontal/vertical alignment and the padding.

2. Using arbitrary sizes

Axure offers you a drawing canvas that’s reproduced at 1:1 pixel size when you export to an image or to an HTML prototype. This means you need to make sure that you set widget sizes in Axure to the accurate pixel sizes that you expect them to have on the finished website. If you use arbitrary sizes, your wireframes might look too large or too small when viewed through a browser, and won’t appear like a realistic prototype of a website.

How do you decide what sizes to use? Probably most important thing to define is the page width. A standard width that’s often used is 960 pixels, which makes your wireframes look fine on a minimum 1024×768 screen resolution. To make sure your page fills these 960 pixels and goes no further, you can use the ‘Guides’ feature in Axure to create a global guide.

Axure can do this automatically for you, as well as creating extra column guides to help you come up with good proportions on your wireframes. This is done through the ‘Wireframe > Grid & Guides > Create Guides’ dialog:

3. Using dynamic panels for simple interactions

Dynamic panels are a powerful tool, and they allow you to make any part of the page have multiple states; however there are a few simple things that you can accomplish without having to deal with the complexities of dynamic panels:

  • If you want an object to have a hover state or selected state with different formatting (e.g. bold and highlighted), you don’t need to use a dynamic panel. Instead, you can right-click on the object and select the ‘Edit button shape > Edit Rollover/Mouse Down/Selected/Disabled Style’ options. Axure will then show you a dialog where you can specify the formatting changes that you want for each state.

  • If you just want the text on a widget to change as part of an interaction, you also don’t need to set up a dynamic panel with the widget in different states. You just need to select the ‘Set Variable/Widget value(s)’ from the actions list when you define an interaction.

4. Leaving widgets and dynamic panels unlabelled

When you add to the page a widget or dynamic panel whose state you’re planning to modify later on through some interaction, you should immediately try to give it a descriptive name. Otherwise, when the time comes to define your interaction, you’ll be faced with a long list of ‘Unlabeled’ items, and you won’t have any way to find the one you want to interact with:

Axure also gives you a summary of interactions in “human readable” language. Using descriptive widget names means that this summary will be easy to read and understand, as in the following example:

5. Forgetting to keep previous versions

Although Axure has got an ‘Undo’ feature like most other design tools, it’s sometimes easy to make subtle mistakes (such as deleting a part of your page) that you won’t notice until much later. Also, people who review your wireframes might ask you to make some changes but later change their mind and ask you to revert to an earlier version.

If you’re making drastic changes to a page, it’s usually worth using the ‘Duplicate page’ feature to create a copy of that page that you can keep as a backup. You can also keep regular copies of the entire Axure (.rp) file, for example a copy every day or before each significant design iteration.

However, the best way is to use the Axure ‘Shared Projects’ feature – even if you’re not working in a team and need to share your project with others. When you’re managing your project as a shared project, Axure automatically keeps a copy of the previous version every time you press ‘Check In’. To access these earlier versions, go to the ‘Share’ menu and select ‘Browse Shared Project History’. You’ll be given the option to pick a previous version an export it into an independent Axure file, so you can see what your project looked like earlier in time, and copy things that you might have since changed or deleted.

Have you got any great Axure tips? Let us know in the comments below!

Want to learn more about using Axure? Our hands-on prototype with Axure training is fantastic – small class sizes, highly interactive and taught by experts. Book your place now on to our prototype with Axure training course and learn to create wireframe prototypes quickly and easily using Axure RP Pro.

Example of a completed design brief templateHow many times did you end up sketching the “perfect idea” for a website page or feature, only to realise later on that you’ve missed something important, and adding it means you have to rethink your concept from scratch? Or, when you’ve got a few alternative sketches, you don’t know where to start?

Even when you’ve done extensive user research that should help you avoid the above problems, it’s often difficult to remember all the relevant research findings in the heat of the designing moment.

That’s why you should make a point of trying to document the goals of your design before you start. Here’s a template to help you write this mini-”design brief” so in 1 sentence:

This (page/element) will be used by (user type/persona) looking to do (goals) and should include the following (information/actions).

For example, imagine you’re designing an ecommerce website and need to sketch a page for customers to track their orders. There’s probably a few ways to organise such a page, but the brief is the same:


This “recent orders” page will be used by customers who’ve made an order looking to:

  • find out when their order will be delivered
  • cancel their order
  • find out how to return an item

and should include the following:

  • list of all orders placed in the last 3 months
  • link to access earlier orders
  • summary of items for each order, order number and when order was placed
  • link to parcel tracking information (if available)
  • link to order cancellation form
  • link to returns form

How you arrange all this information on a page is up to you, but by documenting it upfront you can at least be sure you won’t miss anything important.

To help you using this technique while sketching, we’ve produced a free downloadable PDF template to help you write your design briefs. Just print of a stack of these, keep them in your project area, and remember to fill one in before you start sketching a new page or feature.

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