Wireframing, a declining trend?
Dee (Denise) Sadler
UX and Product Leader: DesignOps, Design Systems, healthcare leadership at Mayo Clinic, AI/ML at IBM Watson Health, Finance, Mobile apps, team management, e-commerce, UX strategy - ready to relocate
As an interaction designer, one of the job requirements is always wireframing. Lately I've seen the trend towards skipping the wireframing stage and going straight to a clickable prototype.
For me, this breaks down to several things. A) Is this a new app? B) Is this a redesign? C) Is it mobile?
New applications
I would have to wireframe a new application. Starting with sketching, then going from low to high fidelity allows me to figure out the interactions. Given the team has done the research and we do indeed understand the user, it might take me some time to work though things. Since wires are throw away, I really enjoy this process.
I use to use Fireworks, but since it isn't supported on Yosemite, and unlikely to work, maybe at all, on El Capitan, sadly I've moved to Illustrator for most of my wire needs, but will often use InDesign for annotations, Axure for anything prototype. Photohsop now has artboards, which is great for those who design with Photoshop, but it isn't a good wireframing tool. Just because you can, doesn't mean you should. Lots are using Sketch or Affinity Designer, or Macaw.
Use what you are comfortable with, and make sure it can be a part of a workflow to other applications or export well to something you can test with.
This doesn't mean once you are done with the sketching, the actual wireframing can't be done in HTML, Axure, or use something like UXPin or Justinmind. This way wires are already prototypes and can be used to test.
Redesign
Again, this depends on the data. If it just needs a refresh, by all means, skip the wires and make sure the interactions are right with a good prototype. Personally, I would reassess the interactions before a redesign. Are the users still understanding the interactions? Does the current flow still make sense or is there a design pattern that may work better? Just because the business requirements don't think there needs anything new, it is your job to make sure it still follows the UX roadmap you've created.
For this, there is probably more UI and visual work being done and InVisionApp might be the easiest thing for you to use to test with.
Mobile
This totally is dependent on the development team. Meaning, how do they need the assets? Do they need an annotated wire? Do they want the initial low fidelity wires to start from? Or are they more concerned with how the interactions work. Since not all interaction design patterns are solidified in stone yet, it is typically easier for the development team to see the interaction working. Does it slide, pop, fade, explode or something else? Just because you add gestures to your annotated wires does not mean the developers who are creating it get your interaction.
Depending on your development team, they also might be faster then you when it comes to prototyping the device. I worked with an Android developer recently who would initially tell me, "no, I can't do that", then come back 20 minutes later with it working. Seeing it, then we could say yes, or no that works or doesn't.
There are lots of ways to work quickly for mobile. Pop app, marvel, some of the adobe apps, and lots of other choices, including good old Axure.
So, the trend for me, is whatever makes sense, for the particular use case. How do you work?
Visual Hybrid Creative (UI/UX Designer)
9 年Nice post. I'm a graphic/web designer leading my strengths into the UX field, so the wireframing/sketching has always exist in my process to validate an idea. I think that the decreasing trend in wireframing responds to the time rush of the project, and often it's saw as a waste of time stage if take many rounds of reviews. A solution will be involve user/client collaboration most as we can in the early Design Thinking Stage (this is mostly sketching/gaming) in that way we can consolidate faster the idea to implement and quickly identify a path for the next steps. The wireframing of clickable iterations has totally sense to me in the filed of our daily digital projects flow, it auto-complete of some of the basics in design of prototypes and speed up the code development, anyways I encourage to try to define a basic/to complex flow maps in the Design Thinking Stage too and then polish it through the wireframing process. Wireframing time can be short or long depending moslty of how many valuable participation of the team is involved. UX is all about collaboration.
Lead UX Designer - Online Growth
9 年Dee I agree to you. One thing that I have learned is Don't Fall in Love with your design/Ideas. Continuous iteration, starting fresh if its not working is the key...
UX and Product Leader: DesignOps, Design Systems, healthcare leadership at Mayo Clinic, AI/ML at IBM Watson Health, Finance, Mobile apps, team management, e-commerce, UX strategy - ready to relocate
9 年They are throw away in that you can't be attached to them while you are making interaction decisions. If something doesn't work, throw it away and start with something else. That is what we mean when we say throw away.
Senior Director of Technology, Direct to Consumer Platforms and Operations
9 年Wires are not really throw away though... I look at them as solid foundation for a project big or small which help put things in context. In the past I had some trouble communicating an over all idea with just a wire but that is subjective because you might be working with a client who doesn't have an exposure to it. But without a wire the chances are things will go terribly wrong. Cost will go up because interactive prototyping costs money and go on total tangent to the actual idea. To solve your OS related trouble maybe look into some cloud based services. tools like lucid chart or balsamiq
Senior Director, User Experience SAP
9 年I totally agree. I face similar challenges. The guideline I have for my team is any new application will need wires. It may not go to business but helps the Dev team to do lean development. For redesign, the project could go to the UI Design phase without wires, but the new features might need wires. We tweak the process based on the project to quickly put together the application on glass for user testing.