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USER
INTERACTION
DESIGN
PAPER
PROTOTYPING
&
WIREFRAMES
/66
welcometo
USERINTERACTIONDESIGN
Lecturer
Itamar Medeiros (Brazil)
BA in Industrial Design;
PgDip in Information Design;
Expertise
Multimedia/Web Design,
Photography, Information Design
and Human-Computer Interaction.
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LESSON06:
PAPERPROTOTYPING&WIREFRAMES
learningoutcome
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient
organization of the content and the
tasks to be performed on their
interactive product.
2
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LESSON06:
PAPERPROTOTYPING&WIREFRAMES
content
Students will learn the concept of
Paper Prototyping and what are the
most commonly used techniques for
developing user interface prototypes.
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PAPERPROTOTYPING&WIREFRAMES
One difficulty in designing interactive
systems is that clients and users may
not have a clear idea of what the
system will look like when it is done.
Since interactive systems are novel in
many situations, users may not realize
the implications of design decisions.
4
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PAPERPROTOTYPING&WIREFRAMES
Unfortunately, it is difficult, costly, and
time-consuming to make major
changes to systems once those
systems have been implemented. 5
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PAPERPROTOTYPING&WIREFRAMES
Even though this problem has not
complete solution, some of the more
serious difficulties can be avoided if,
at an early stage, the customers and
users can be given a realistic
impression of what the final system
will look like.
Such realistic impressions may be
rendered by the use of prototypes*.
6
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PAPERPROTOTYPING&WIREFRAMES
prototypes | 原型
One of the first units manufactured of a
product, which is tested so that the
design can be changed if necessary
before the product is manufactured
commercially
一项生产商品的雏形,需要进行测
试以对设计进行适当的调整。随
后才将此产品投入商业生产
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PAPERPROTOTYPING&WIREFRAMES
Interaction Designers have soon realized
that more important than allowing us to
pre-visualize how the final system will
look like, such prototypes must also
help us to review or test the
information/interaction flow of it.
8
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PAPERPROTOTYPING&WIREFRAMES
One of the most celebrated techniques to
create such paper prototypes – devised
by information architects – it’s to create
information architecture diagrams
called Wireframes*. 12
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PAPERPROTOTYPING&WIREFRAMES
wireframes | 线框
Wireframes are a basic grid system* used
to suggest the layout and placement of
fundamental design elements* in the
interface design.
基础的格子系统,用于在界面设计
中将基础的设计元素进行排版或
放置
13
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PAPERPROTOTYPING&WIREFRAMES
gridsystem | 格子系统
The structural foundation that
establishes alignment and hierarchy of
the design elements on a layout.
在版面上创建设计元素位置及层次
的结构基础。
14
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PAPERPROTOTYPING&WIREFRAMES
designelements | 设计元素
The elements which a designer can use
in a layout -- such as text, images,
symbols, colors, textures -- to compose
a visual message.
这些元素指的是在排版中设计师可
以使用的元素,如:文字,图
片,记号,颜色,纹理等等,这
些元素可以构成视觉信息。
15
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WIREFRAMES
gridsystemsforinteraction
Because the only suggest the layout of the
system, they must be completed before
any artwork is developed.
16
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WIREFRAMES
gridsystemsforinteraction
Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the
navigation of an interactive system.
17
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WIREFRAMES
gridsystems&visualorganization
When completed correctly they will
provide a visual reference upon
which to structure each part of an
interactive system.
They also allow for the development of
variations of a layout to maintain
design consistency* throughout the
system.
18
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WIREFRAMES
consistency | 一致性
The conscious effort the designer makes to
create a coherent system that ties all
the design elements of a layout.
视觉一致性质的是设计师通过其努
力将版面中所有的设计元素组成
一个整体的系统。
19
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WIREFRAMES
consistency | 一致性
The consistent appearance, placement,
and meaning of important design
elements helps users know what to
expect from the interface, and make it
easier for them to interpret and
respond to new interaction situations
as they arise.
一致的外表,排列,重要设计元素的意
义可以帮助了解在这些界面中可以获
取什么。并使得用户在遇到新的交互
式情况时可以更好的理解并做出反
应。
20
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WIREFRAMES
gridsystemsforinteraction
Let’s think of wireframes as grids systems
that help us -- based on the information
architecture of a given product -- create
information hierarchy that allow us
layout both the content and the
navigation of an interactive system.
21
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VISUALORGANIZATION
principlesofperception
Whenever we attempt to make sense of
information visually, we first observe
similarities and differences in what we
are seeing.
These relationships allow us to not only
distinguish objects but to give them
meaning.
24
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VISUALORGANIZATION
principlesofperception
Similarities and differences provides visual
distinctions, which are the building
blocks of meaning in a visual message.
The dimensions along which visual
contrast can be drawn include shape,
size, color, texture, position,
orientation, and movement.
25
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PRINCIPLESOFPERCEPTION
visualrelationships
The principles of perception give us
valuable insight into how we visually
group information.
30
1SPYJNJUZ $MPTVSF
4JNJMBSJUZ $POUJOVBODF
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PRINCIPLESOFPERCEPTION
proximity | 接近性
A Gestalt principle of organization holding
that (other things being equal) objects
or events that are near to one another
(in space or time) are perceived as
belonging together as a unit.
格式塔原理,那些物体或项目在时
间或空间上相近被看作为一整
体。
32
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PRINCIPLESOFPERCEPTION
similarity | 相似性
A Gestalt principle of organization holding
that (other things being equal) parts of
a stimulus field that are similar to
each other tend to be perceived as
belonging together as a unit.
33
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PRINCIPLESOFPERCEPTION
continuance | 延续性
The act of continuing an activity without
interruption. In design, is the
expectation that users have that a
system will continue to behave/
interact as it is currently does.
是一种延续的行为。在设计中,期
望用户能够延续自己一贯的行
为。
34
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PRINCIPLESOFPERCEPTION
closure | 封闭
A Gestalt principle that refers to the way
that we mentally fill in gaps where
there is missing information in a
stimulus.
格式塔原理,指的是人的头脑会将
物体缺失部分连接起来。
35
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PRINCIPLESOFPERCEPTION
visualrelationships
If we want to be able to communicate a
specific message, we need to
understand the psychological
manner in which we group visual
information.
We need to know how to use visual
relationships to our advantage -- we
need to know what makes things
different -- creating visual hierarchies.
36
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VISUALHIERARCHY
To build effective visual hierarchies, we use
visual relationships to add more or less
visual weight to page elements and
thereby establish a pattern of
movement through the layout.
Manipulating the attributes of
scale, contrast and proportion helps
us establish that hierarchy.
37
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VISUALHIERARCHY
A balanced hierarchy provides not only a
clear path for recognizing and
understanding information, it also
helps unify the disparate elements
within a page layout into a cohesive
whole.
This creates a sense of order and balance.
Without visual hierarchy, page
elements compete for attention, and
as a result, none of them win.
38
%JTUJODUJPOT)JFSBSDIZ /P7JTVBM)JFSBSDIZ
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VISUALHIERARCHY
gridsystemforinformationarchitecture
Any given interactive system is composed
of many distinct elements. Navigation
menus (possibly several layers deep),
contact information, search boxes,
system identifiers, and shopping carts
are just a few.
40
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VISUALHIERARCHY
gridsystemforinformationarchitecture
The visual organization of an interactive
system can communicate valuable
information about the similarities and
differences between elements and their
relative importance.
41
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VISUALHIERARCHY
gridsystemforinformationarchitecture
Once your audience understands the
significance of your page elements,
they can apply that knowledge to the
rest of the system. 42
%JTUJODUJPOT)JFSBSDIZ
/BWJHBUJPO
4ZTUFN5JUMF
4VCTFDUJPO
5JUMF
'PPUFS
'VUIFS%JTUJODUJPOT
4ZTUFN
*EFOUJmFS 4ZTUFN
8JEF6UJMJUJFT
NCFEEFE
-JOLT
4ZTUFN
4FDPOEBSZ
/BWJHBUJPO
MM1BHFMFNFOUTSFRVBM
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VISUALHIERARCHY
gridsystemelements
Generally, the hierarchy of an interactive
system is based on distinctions between
the content, navigation, and
supporting information on a page.
Within each of these sections further
distinctions can also be made.
A general system hierarchy (from highest
to lowest importance) may look like the
following:
44
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VISUALHIERARCHY
gridsystemelements
Content
Navigation
Supporting Elements 45
'VUIFS%JTUJODUJPOT
4ZTUFN
*EFOUJmFS
5PQMFWFM/BWJHBUJPO
4ZTUFN
8JEF6UJMJUJFT
NCFEEFE
-JOLT
'PPUFS
1BHF5JUMF
4VCTFDUJPO
5JUMF
4ZTUFN
4FDPOEBSZ
/BWJHBUJPO
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GRIDSYSTEMELEMENTS
content/navigation/supportingelements
Content
Page title
Subsection title
Embedded links
Supplementary information (captions, references, etc.)
47
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GRIDSYSTEMELEMENTS
content/navigation/supportingelements
Navigation
Location indicator
Top-level navigation options
Sub-navigation options
Trace route (breadcrumbs)
50
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GRIDSYSTEMELEMENTS
content/navigation/supportingelements
Supporting elements
Site identifier
Site-wide utilities (shopping cart, site map, etc.)
Footer information (privacy policy, contact info, etc.) 53
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GRIDSYSTEMELEMENTS
wireframes
Visual hierarchy can provide users with a
sense of where they are within an
interactive system, to direct their
attention (to special offers, for
example), to suggest distinct choices,
to explain new elements, and so on.
Keep this in mind while designing your
system’s wireframes.
56
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WIREFRAMES
forwhichpagesshouldwireframes
becreatedfor?
Any page that requires client approval or
represent major subsection of the
system and require a distinct layout
and functionality. These pages may
include but not limited to:
Home page;
Major portal pages to sub-sites;
Template pages to grouped content;
Discussion forums;
Search results page;
404 Error page;
57
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ACTIVITY#7:
studyingcommercialwebsitewireframes
For each of the websites below:
http://cn.news.yahoo.com/
http://www.netdiver.net/
http://www.mediainspiration.com
http://www.wired.com/
Make sketches of wireframes where the
following information architecture
elements can be allocated:
58
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ACTIVITY#7:
studyingcommercialwebsitewireframes
CONTENT
page titles subsection titles
body text embedded links
images, references, captions
NAVIGATION
location indicator top-level navigation option
sub-navigation options breadcrumbs
SUPPORTING INFORMATION
site identifiers advertisement spaces
site-wide utilities (shopping cart, sitemap, search tools, , etc)
footer information (privacy policy, contact, FAQs, etc.)
59
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WIREFRAMES
pros
Demonstrates a interactive system concept
quickly, allowing clients to react to
content placement and rendering;
Can provide guidance to visual designers
with respect to information priorities;
Allows for usability testing early in the
project life-cycle;
60
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WIREFRAMES
pros
Can elaborate on a singular vision for the
interactive system;
Can facilitate collaboration between
design team and information
architects;
Is easy for clients to understand.
61
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WIREFRAMES
cons
Hinders creativity and innovation by
imposing (real or imagined) limits on
design team;
Distracts client from tasks at hand:
evaluating page priorities,
understanding information
relationships;
62
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WIREFRAMES
cons
Does not consider color, typography, and
other brand identity elements;
Does not provide accurate usability
testing results;
Relies on other documentation to
provide a complete picture;
63
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ASSIGNMENT#2[GROUPS]:
informationarchitecturedocument
duetoweek09
Groups must prepare 20 (twenty) minutes
presentation -- at least 12 (twelve)
slides -- in which they will present, in
English, the information architecture
document of their product.
The presentation must include a complete
navigation flow diagram (a site map)
and -- no less -- than 3 (three) different
wireframes.
64
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HOMEWORK[INDIVIDUAL]
sketchbook
1. Choose 5 (five) words marked with asterisks
(*) you’ve seen in this class and create 5 (five)
posters -- one for each word -- on separate
pages of your sketchbook;
2. Each poster must include:
-The word chosen, with its English definition;
-3 (three) pictures;
-2 (two) websites;
-Your comments/impressions of the definition.
65
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HOMEWORK[INDIVIDUAL]
tags
66
EFTJHOFMFNFOUT
DPOTJTUFODZ
QSPYJNJUZ
QSPUPUZQF
DPOUJOVBODF
TJNJMBSJUZ
DMPTVSF
XJSFGSBNFT
HSJETZTUFN
UFTU

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