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	<title>UI DESIGN GUIDE - Web Application Design, Design Examples, Design Lessons &#187; design mentality</title>
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		<title>Agile And UX Design Work Best When You&#8217;re Agile?</title>
		<link>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/</link>
		<comments>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 20:47:22 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
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		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1528</guid>
		<description><![CDATA[This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my Google + stream.  Let’s get started shall we. As a UX professional, agile is less about [...]]]></description>
			<content:encoded><![CDATA[<p>This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my <a title="Google Plus" href="gplus.to/prestonmccauley" target="_blank">Google + stream</a>.  Let’s get started shall we.</p>
<p>As a UX professional, agile is less about a methodology and more about adaptive design practices.  It’s about taking all of your “UXPERIENCES” and squeezing them into a magic box and then pulling out the tool, item, or design pattern you need.  It’s about taking business requirements and using an idea to formulate working models and design concepts.  The tools are not the Swiss army knife, <strong>you are! </strong>The key to making Agile UX work for you is the ability to draw upon experiences and resources quicker and faster.  You need to be able to filter what’s important and what isn’t.</p>
<h1>Hey UX, it’s me, Mr. Time Lines.</h1>
<p>Deadlines and timelines exist in the agile world too?  This is why you constantly need to balance time, cost, and resources. Basic project and time management are keys to your overall success.</p>
<p>Many UX and visual designers have experienced the agile design time crunch.  Manufactured time constraints can entirely kill the design process.  In reality, design and development are not as different as you might think.  Design tends to evolve through different changes in color, layout, relationship, space, and more.  Development evolves through refinement, efficient, logical code.   Each of these two disciplines require discipline to know when to stop.  Use timeline as a motivator instead of as a constraint.  If you get to a good design before the clock runs out, you win. If you get a fully complete, functional, usable design the first time around you are much less likely to iterate the design.</p>
<p>Spending more time than is necessary is where UX people get stuck.  We tend to become isolated on UX island and continue to build boats with different colors, shapes, sizes and positions, while others have already left the island to explore new territory.  You need to be cognizant of when you become stuck on the island.  Find a place to leave your boats and make notes on points you want to iterate later.  Be sure to bring this up in the next planning meeting!  Be aware of your revision points or no time will be allotted for changes in later iterations.</p>
<h1>How Much Pre-work Is Enough Work?</h1>
<p>When examining your product backlog list, it is essential that the list is clean and groomed by your product owner.  This gives you time to identify UX functions before starting on any development. Resist the urge to just design and get something built, especially if you aren’t using a <a title="Kanban WikiPedia" href="http://en.wikipedia.org/wiki/Kanban" target="_blank">Kanban methodolgy</a>.  If in your agile cycle you have a load 0 start point  this is the perfect time to start queuing up your UX agenda. If you don’t save time before the project and after each iteration for pre/post UX planning this is a red flag. It can lead to catastrophic failure.</p>
<p>This brings us to the million dollar UX question, “<em>How much work is enough work if a wood chuck could chuck wood?</em>” The answer is simple: Just enough!  Different situations are going to require different thinking processes and different tools from your arsenal. Maybe you are used to a waterfall process where the design is tossed over to developers never to be seen until a complete product. If you are lucky, you, as the UX team, are included at the start of the project brain storming.</p>
<p>In the several cases I have seen, stakeholders and business teams won’t even consider inviting low level employees to these meetings. This is really sad because there is so much value to be gained at this point of the thinking process.</p>
<p>Here are a few guidelines to help you gauge “just enough”:</p>
<ul>
<li>What do your stakeholders or management expect as deliverables? Sketches? Wire-frames? Mocks? Prototype?</li>
<li>What’s the definition of “done” for the iteration?  (<em>I could spend a whole article on this subject alone…</em>)</li>
<li>How long are your iterations? A longer iteration gives you more time, but <span style="text-decoration: underline;">always, always</span> leave time to plan, conceptualize and prepare for the next iteration.</li>
<li>Two weeks ahead of the development cycle is widely accepted as best practice. I personally find that if you have one week iterations you should plan one week. This is after your load 0. (providing you get this time.)</li>
</ul>
<h1>There Isn’t Enough Time To Complete My UX Design.</h1>
<p>Even in waterfall methodology there is never enough time to complete the design. Agile is no different, except expectations can be and should be set by the UX and development team. <strong>You, </strong>as the team, are completing the work and only so much can be done in an iteration.  So what expectation will you set?  That of the overachiever?  Perhaps you have the completionist mentality.  Maybe you are a perfectionist.  You may even be the repeatist.   Each of these traits can be your undoing in a fast pace, real world design situation.  Time is money and money is time.  In order to succeed, you need to be AGILE. You must put aside your own defeatist design patterns to see success.</p>
<ul>
<li>The overachiever seeks to get so far ahead of the development team that requirements change right underneath them.  This can lead to wasted effort and a sense of under accomplishment for the whole team. Stay focused on what you signed up to do and do it to completion. Notice I said don’t do it until it’s right.</li>
<li>The completionist believes the end UX needs to be in a final production ready state. The true goal of agile is to be able to easily complete an iteration of a product and then if necessary change based upon stakeholder or user feedback. Re-iteration and redesign is necessary, but sadly, often not followed in agile.</li>
<li>The perfectionist must always have the design perfect. It’s not going to happen.</li>
<li>The repeatist continues to build on the completed design with three, five, ten different designs. This can spur new ideas, but this also can start a violent redesign cycle where nothing ever reaches a state of even close to done.</li>
</ul>
<p>Set  your ground rules up front. You are responsible for your part in the team. If the team fails an iteration, figure out the problem. What went wrong?</p>
<p>The experts will tell you not to point fingers or blame other team members. The truth is you need to get to the root of the problem. This may come across as blaming in a number of forms. Be professional and state the true concerns. Your project depends on the sanity and civility of your team. Here is just a small sampling of some comments I’ve heard after failed iterations:</p>
<ul>
<li>Requirements were not clear</li>
<li>User stories kept changing</li>
<li>I over estimated how much I could handle</li>
<li>The team over estimated how much they could get done</li>
<li>Outside influences such as bugs and other unaccounted for tasks got in the way.</li>
<li>Team member x only has y percentage of time available and z is dependent on their knowledge</li>
<li>The stories were too big</li>
<li>The UX was not “done”</li>
<li>The development was not done</li>
<li>QA hasn’t had time to adequately test</li>
<li>Team member X was sick and not available</li>
<li>We couldn’t conduct usability testing</li>
<li>I came up with a better idea and started over again.</li>
</ul>
<p>No matter what the reason, the team signed up to do the work. The unexpected is always going to happen, so expect it.   Let the team know if you have to work on a special process every week that no one else can do.  Don’t wait until the morning scrum to solve a roadblock, fix it immediately.  When you detect your failure, or potential for failure, early, there is still time to change the course. Above all, stay <a title="Agile Time Traveler" href="http://www.uidesignguide.com/2009/10/20/ui-design-lessons-a-ui-designer-in-an-agile-world-get-me-out-of-hell-part-1/" target="_blank">involved in each part of the process</a>. A technical decision can hurt an application UX decision. A brilliant UX decision can dramatically increase development time. The group needs to stay informed, in control, and empowered to complete the project before the clock runs out and the money stops flowing.</p>
<p> </p>
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		<title>UI Design Class: What Type Of User Experience Designer Are You? Part 1</title>
		<link>http://www.uidesignguide.com/2011/03/18/ui-design-class-what-type-of-user-experience-designer-are-you-part-1/</link>
		<comments>http://www.uidesignguide.com/2011/03/18/ui-design-class-what-type-of-user-experience-designer-are-you-part-1/#comments</comments>
		<pubDate>Fri, 18 Mar 2011 19:15:08 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Design Class]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[ux]]></category>
		<category><![CDATA[ux value]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1431</guid>
		<description><![CDATA[In this article we will examine the type of UX person you are or will be. So join me for the first in a new article series. We will take a historical look at user experience, and then in future articles look more at your personal UX style. Taking a look back at the past [...]]]></description>
			<content:encoded><![CDATA[<p>In this article we will examine the type of UX person you are or will be. So join me for the first in a new article series. We will take a historical look at user experience, and then in future articles look more at your personal UX style.</p>
<p>Taking a look back at the past several years of User interface design has revealed some interesting insight into trends and techniques. The last few years we have been undergoing a transformation of the user experience. Today I believe this is no longer true, at least at this slice in time.</p>
<h1>Cue The Time Machine</h1>
<p>Let’s take a trip back to art history. The great artist Rembrandt created many works of art and unlike many artists he was fortunate to be recognized as an expert in his lifetime. This expertise allowed him to take on many jobs, but he wasn’t the best at managing his money.</p>
<p>During his lifetime, he took on several apprentices that wanted to learn and emulate his skill. This masterful imitation was carried on in the works of his apprentices. They took what they learned from their master and produced new works. Think of it as Creative Commons of the Renaissance. Imitation was encouraged, clients expected to have the same level (or better) of artistry as their next door Lord, or Lady.</p>
<p>Hopefully, I still have your attention, if not come back to the light Carol Anne!</p>
<h1>The Cloned Experience</h1>
<p>Lets fast forward centuries ahead and we discover the same is true with 2009, 2010, and 2011. Everyone wants to imitate the greats – Facebook, Mint, Google. It all depends on who is on top at the time.</p>
<p>This level of expert imitation is in many cases what your client expect at the bare minimum – A term I like to refer to as “The cloned experience.” Make my app work like Google’s “x” or Facebook’s “y”. Where “x” or “y” is a feature or experience.</p>
<div style="float: right; margin: 8px; padding: 4px; width: 300px; border: 2px dotted #cccccc; background-color: #f2f2f2;">
<h3 style="margin-bottom: 0px; color: #404040;">UX For Thought</h3>
<ul style="font-size: 11px; font-style: italic;">
<li>Can an experience be cloned?</li>
<li>Is going to Disneyland in my back yard the same as going to Florida?</li>
<li>Where is the line between copying &amp; imitating?</li>
<li>Can an emotional attachment to an application be an advantage?</li>
</ul>
</div>
<p>In essence, we are copying the masters of our time, trying desperately to capture the glory and wealth these masters hold. By copying the styles, techniques, features, and experiences we hope to improve our customer base, application value, etc…</p>
<p>The interesting thing to note is the “what” we copy doesn’t stay the same forever. Take a look back to the 2006-2008 time frame and we were all trying to duplicate features from Yahoo, Myspace and the like. What magic thing happens to push the online design and experience to a new age? Web 2.0 (I hate that term), was really about a transformation in customer experience. In even simple terms, we started designing experiences like we should have been designing them all along. Due to cost, time, and acceptance of the UX field many companies couldn’t accomplish this level of application design. Why justify spending money on the experience when it already has all the features?</p>
<p>Despite this mentality there were a few companies trying to elevate the experience beyond expectation. These companies took the most complex interactions and with the help of faster libraries, better programming tools, faster databases, transformed to a more immediate, less random experience.</p>
<p>At the very core UX’s view was transformed as we struggled to mold how users work with our applications, but beyond the tools we started to break down complexities in new ways. What happened was a digital Renaissance, we thought of experience as more of an emotional connection to the user. We tried to break away from the term user and attempted to make the experience personal.</p>
<p>But wait, you say “didn’t we already do this in the dot.com era”?</p>
<p>Yes, we tried to, we attempted desperately to accomplish a personal connection with our applications. In case you don’t remember the imitated experience of the pre/post dot.com era was to tack “MY” on to everything. “myweb” “myplace” “myspace.” As of the writing of this article, myspace is on the way out. It’s now more about our, but I’ll talk about this more in a future article.</p>
<h1>Relation And Location Bring Social Realization</h1>
<p>One of the underlying factors of this rapid transformations is relationship and location.<br/>
Certainly, the ability to interact faster with our users, clients and customers plays a big factor in these quicker transitions. What used to take centuries, now takes years. In the matter of an hour I can view 10 designs and go hands on with several experiences across the globe. I can try out the latest app in Korea, converse with a friend of twitter, and view a viral video all from the convenience of the IPAD in the bedroom.</p>
<p>I would bet if you took a random sampling of applications in different industries created during this and the past year you would find a large similarity in features, functions and experience. There are reasons “business intelligence people” would like you to believe why this similarity exist.</p>
<p>I’ve heard everything. “Well, X company probably spent billions on user research”, to “Company on Top at the time is doing it or will be doing it”. The simple answer is we conform to the norm of the time. And in many cases regardless of the perceived user experience. This makes it very difficult to move to a transformation of the experience.</p>
<p>This brings us back to the present. We are in the pre-phases of <strong>Web New. 0h! </strong>(You heard the term here first.) What is the catalyst that brings about a transformation from the common experience to New Design.</p>
<p>If you listen to all the news right now, most people would say the tablet revolution is upon us. After years of research and money the technology has finally caught up to the need, desire and want of the average user. Is this enough to classify this as a transforming experience? Should everyone start jumping to these devices and build custom experiences?</p>
<p>In the next article we will take a look at some factors that contribute to a transforming user experience.</p>
<p style="font-size: 10px; color: #eeeeee;"><a href="http://en.wikipedia.org/wiki/Rembrandt" target="_blank">Rembrandt: wikipedia</a></p>
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		<title>UI Design Conferences: SXSW Interactive 2011</title>
		<link>http://www.uidesignguide.com/2011/02/20/ui-design-conferences-sxsw-interactive-2011/</link>
		<comments>http://www.uidesignguide.com/2011/02/20/ui-design-conferences-sxsw-interactive-2011/#comments</comments>
		<pubDate>Mon, 21 Feb 2011 03:59:30 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
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		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1383</guid>
		<description><![CDATA[It’s my favorite time of the year! Only one more month to SXSW Interactive 2011.. It’s time for networking, sharing, exploring the cutting edge of user experience, design, new technologies, and so much more. Believe it or not it’s the conversations in the hall that can be the best part of SXSW 2011. Let’s take [...]]]></description>
			<content:encoded><![CDATA[<p>It’s my favorite time of the year! Only one more month to <a href="http://www.sxsw.com" target="_blank">SXSW Interactive 2011.</a>. It’s time for networking, sharing, exploring the cutting edge of user experience, design, new technologies, and so much more. Believe it or not it’s the conversations in the hall that can be the best part of SXSW 2011. Let’s take a look at some of my currently planned schedule and talk a little bit about the venue this year.</p>
<p>First off the panel picker was vastly improved and the design makes it a lost easier to sift through 1000+ panels. Now if the titles would just accurately depict what the panels are about the experience would be a bit more pleasant. There is a lot in a name, but some of these panels I really can’t make heads or tails about what the talks will be about.</p>
<h1>SXSW 2011 – What’s a SXSW?</h1>
<p>What makes a great conference full of five days of panels great? Is it the people, the conversations, the business deals made in the hall, or getting to witness and interact first hand with awesome startups? Well, It’s a little bit of all of these things. Ultimately, it comes down to the presentations &amp; banter in the halls while waiting for panels.</p>
<p>The greatest thing I personally gain is inspiration to continue writing and practicing in the user experience field. It’s wonderful to come together with some of the brightest minds in the world talk, eat, and party. So let’s take a look at a few of panels I may potentially attend next month. I only say potentially, because you are encouraged to move panels if something is not to your liking.</p>
<h1>A Word To The First Timer </h1>
<p>I encourage you to attend the first day session <em><a href="http://schedule.sxsw.com/events/event_IAP8384" target="_blank">How To Rawk out at SXSW Interactive</a></em>. In the past this panel provided excellent comments, superb tools, and great advice to get you the most out of your experience. </p>
<h1> A Few Sessions that are Intriguing </h1>
<ul>
<em>
<li><a href="http://schedule.sxsw.com/events/event_IAP8017" target="_blank">Gamechanging: Turn Your App Into A Cooperative Game </a>
</li>
<li><a href="http://schedule.sxsw.com/events/event_IAP5536" target="_blank">Fan to Fanatic: True Blood’s Marketing Hook</a> </li>
<li> <a href="http://schedule.sxsw.com/events/event_IAP6011" target="_blank">Games User Research: Oh no! You’re Doing It Wrong!</a></li>
<li><a href="http://schedule.sxsw.com/events/event_IAP5823" target="_blank">Creative Workshop: 80 Challenges to Sharpen Your Design Skills</a></li>
<li><a href="http://schedule.sxsw.com/events/event_IAP7120" target="_blank">Design-Driven Innovation: How Designers Facilitate the Dialog</a></li>
</em><p><em/>
</p></ul>
<p>Hope to see you at SXSW and if you want more information you can always <a href="http://twitter.com/uidesignguide" target="_blank">follow me on twitter @uidesignguide</a></p>
<p>I leave you all with one more article I wrote back in 2009. A lot of the information is still valuable for your trip to SXSW 2011.<br/>
<a href="http://www.uidesignguide.com/2009/03/05/sxsw-2009-interactive-survival-guide-tips/">SXSW 2009 Interactive – Survival Guide &amp; Tips</a></p>
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		<title>SXSW 2010 &#8211; Day 4</title>
		<link>http://www.uidesignguide.com/2010/03/15/sxsw-2010-day-4/</link>
		<comments>http://www.uidesignguide.com/2010/03/15/sxsw-2010-day-4/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 15:40:55 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
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		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1145</guid>
		<description><![CDATA[Seductive Interactions: The day has started and it’s been a crazy morning. Stephen Anderson a local Dallas person, is ready to speak. I’ve seen the presentation online. I think it’s much better in person the nuances you get from the live version is well worth it.  Stephen will be speaking at Big D in may. [...]]]></description>
			<content:encoded><![CDATA[<p>Seductive Interactions:</p>
<p>The day has started and it’s been a crazy morning. Stephen Anderson a local Dallas person, is ready to speak. I’ve seen the presentation online. I think it’s much better in person the nuances you get from the live version is well worth it.  Stephen will be speaking at Big D in may.</p>
<p><em>Usability? Meh. Let’s talk about persuasion. Are you designing serendipity, arousal, rewards and other seductive elements into your applications? We’ll discuss specific ways that sites like Dopplr, iLike and LinkedIn leverage basic human psychology to motivate and shape online behaviors.</em></p>
<p>Speaker: Stephen Anderson</p>
<ul>
<li>Sensory Integration</li>
<li>Novelty</li>
<li>Social Proof</li>
<li>How to get bounce rate down</li>
<li>increase #registered Users</li>
<li>The ILIKE example –  Encouraging more interaction with your new application.
<ul>
<li>user goals / business goals -</li>
<li>immediate feedback loop, but it’s not beat into your head</li>
<li>visual excitement</li>
<li>pattern recognition</li>
<li>recognition versus recall – as opposed to using</li>
<li>Interactive games – that entice users to use the service.
<ul>
<li>Social Interaction to bring in the game against friends</li>
<li>Addictive and fun interaction – “The key here is to make sure the interaction is exciting to use, but not even promoted as such” – I think this is the key here to making an interaction in a social game reach the next level of user, to regular user, to fanatic, to social distribution of an app.</li>
<li>Social Proof</li>
</ul>
</li>
<li>Increasing the motivation factor – to purchase into psychological actions</li>
<li>Starting design process from a different place.</li>
<li>“Salting the tip jar”  - encourages others to donate more.</li>
<li>Product testimonials – I think you have to go beyond this execution method.</li>
<li>Netflix has good examples</li>
<li>Curiosity teasing with information</li>
<li>Sabre Interactive – INTERNAL community TOOL wiki adoption less than 10% social internal tool 60%
<ul>
<li>reputation</li>
<li>rewards</li>
<li>limited druation</li>
<li>status</li>
</ul>
</li>
<li>Conference Signup Page -</li>
<li>Foodspotting -</li>
<li>Plugin for outlook –  adds point system that weights e-mails and you have points at a set limit</li>
<li>Adding levity to copy – “” This is my own note: you have to be careful with this depending on your audience.</li>
<li>Tossing in or setting up default data sets…….
<ul>
<li>Ownership Bias</li>
<li>Feedbacks</li>
<li>Playfullness</li>
</ul>
</li>
<li>DOpplr: Example – traveling site. [pattern recognition, gifting]
<ul>
<li>delighters</li>
<li>Personal velocity</li>
<li>the logo changes – the color does – color signfies cites that you attend</li>
<li>Travel report for last year</li>
</ul>
</li>
<li>Method Cards:</li>
</ul>
</li>
</ul>
<p>Resources:</p>
<p>Here are some of my own resources I’ve found these to tie into all of the above.</p>
<ul>
<li>Fun Theory – http://www.funtheory.com</li>
</ul>
<p>My Resources</p>
<ul>
<li><a href="http://www.uidesignguide.com/2009/05/12/book-reviews-neuro-web-design-what-makes-them-click/" target="_blank">Neuro Web Design – “What Makes Them Click”</a></li>
<li><a href="http://johnnyholland.org/2009/08/24/curiosity-and-interaction-design/">http://johnnyholland.org/2009/08/24/curiosity-and-interaction-design/</a></li>
</ul>
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		<title>UI Design Lessons:  A UI Designer in an Agile World, Get Me Out of Hell! &#8211; Part 1</title>
		<link>http://www.uidesignguide.com/2009/10/20/ui-design-lessons-a-ui-designer-in-an-agile-world-get-me-out-of-hell-part-1/</link>
		<comments>http://www.uidesignguide.com/2009/10/20/ui-design-lessons-a-ui-designer-in-an-agile-world-get-me-out-of-hell-part-1/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 01:48:05 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Agile UX]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[agile design methods]]></category>
		<category><![CDATA[agile ux]]></category>
		<category><![CDATA[design experiences]]></category>
		<category><![CDATA[design methods]]></category>
		<category><![CDATA[design problems]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[rapid prototyping]]></category>
		<category><![CDATA[ui design]]></category>
		<category><![CDATA[ui design lessons]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=406</guid>
		<description><![CDATA[When I travel to conferences and speak with people about their agile UX experiences I come across a lot of repeat questions. Most of these pleas for help are about time management,  rapid design sketching, traditional usability approaches, group design mentality, lack of support for UI development, and let’s not forget meeting burnout. Even today UI [...]]]></description>
			<content:encoded><![CDATA[<p>When I travel to conferences and speak with people about their agile UX experiences I come across a lot of repeat questions. Most of these pleas for help are about time management,  rapid design sketching, traditional usability approaches, group design mentality, lack of support for UI development, and let’s not forget meeting burnout.</p>
<p>Even today UI designers hear the word AGILE and there mind is flooded with demon visualizations straight out of <em><a title="Dantes Inferno References" href="http://en.wikipedia.org/wiki/Inferno_(Dante)" target="_blank">Dante’s Inferno</a>. </em> Why has this methodology caused so many headaches to UI Designers world wide? Why are they terrified? Can we beat them, or should we join them?</p>
<p>Generally speaking 90% of what a UI designer hears about AGILE comes from an AGILE practicing programmer that has succumbed to the second circle of hell and revels in the fact that you must join them.  Let’s face it as UI, Usability Specialists, Graphic Designers, etc.. we work in a different creative zone. A zone hard for many developers to understand – Even if they want to understand.<br/>
<span id="more-406"/></p>
<p>Well, that’s about to change as I finally delve into some secrets of success. Rapid UI Design is not easy, it’s usually far from a “done” state, and even in a perfect world, the time to refine and refactor both your code, interactions, and design is hard to come by. In order to survive and thrive you need to look at practical solutions and solve real problems with the process itself. In order to truly excel you need to replace perfectionism with iterative perfection.  You need to find a way to be a time traveler amongst all the chaos. You need to turn hell into paradise.</p>
<p>Cue flashbacks…..</p>
<p>Imagine it’s your first day on as a UI designer in a company.  You are super excited to work in this vast field only to have your boss tell you.</p>
<p>Boss  ”We work in a 1 week iteration agile development environment. ”</p>
<p>At first you may panic, you may want to quit. You may not even have a clue what Agile means . All you know is that you were hired on your UX skills and your damn awesome portfolio. You are still a bit light in the experience department, but are self-motivated and driven by a passion to create memorable, exciting user experiences. You have spent hundreds of hours refining small personal projects, none of them were quite near finished and you always had more time. Even fresh your college professors gave you a generous amount of time to come up with the perfect solution.</p>
<p>You  turn towards your new boss and ask the simple question. “What does being an Agile UX designer mean to me?”</p>
<p>Boss “We try to build something quick and let our 200 users test it in the field, we then iterate and make refinement to the functional and design elements of an application. And by quick, I mean rapid development &amp; rapid design.”</p>
<p>Now the sweat starts to build as you think to yourself? What the hell have I gotten myself into? All you know is that you can create semi-decent sketches of vague application functionality, but over the course of a week or longer. Time is your enemy, speed is your weakness.</p>
<p>Your stress level and blood pressure begins to rise.  You start to frantically gasp for air, the questions racing in your mind.</p>
<ul>
<li>How can I produce something that will immediately be built into a functional application.</li>
<li>What about my training in persona usage, usability testing, card sorting, etc…?</li>
<li>What about multiple sketches for each application path?</li>
<li>What about refinement time?</li>
<li>What about missing user stories or requirements</li>
<li>What about running out of time?</li>
<li>What about failure?</li>
</ul>
<p>The questions just keep on coming as your pulse races. And then the boss chimes in.</p>
<p>“We know it’s hard work, but we know our audience well. We have daily <a title="Scrum Meetings At Wikipedia" href="http://en.wikipedia.org/wiki/Stand-up_meeting" target="_blank">SCRUM meetings</a>, and have a direct channel open to our clients and customers. Our work flow is continuous. You’ll do just fine.”</p>
<p>As you stand there awestruck you are thinking  “No…No I wont.”</p>
<h3>Fiction Takes The Form of Reality</h3>
<p>The preceding story was not fiction it was true story. Imagine you have 1 day to develop a new major application piece. You need to be able to quickly move from ideation to sketches, to wire-frames, and you have a deadline of tomorrow morning? Add on the fact that a large number of programmers are waiting on you? What do you do?  At the most, you may get out two different designs. This my friend is how the fast paced world of Agile UI design works. Don’t fear it, but don’t let the process control you. (I’ll talk about this in another article).</p>
<p>There are several key factors that will help you tame the wild beast.  Take a breath and let’s start to look at making the chaos manageable.</p>
<p>If you are one of the lucky souls that works on a well structured UX team this process becomes a bit easier (future article Architecture of a UX Team), but if you are a <a title="A UX Team of One" href="http://www.slideshare.net/ugleah/ux-team-of-one-sxsw-2009-1161299" target="_blank">UX Team of One</a>. There is a good chance you just messed yourself. It’s hard to  imagine adding on even more roles to an already overloaded work schedule? Estimating time management, researching the problem, defining the problem, identifying primary and secondary application functions, sketching rapid paper-prototypes, understand stories (AGILE), Understand complex work flows, Refining the design, Gaining Buy-in, More Sketch refinement, and ultimately the next day ready to program. Wow! If you have ever experienced week AGILE iterations then you too might have felt this pressure.</p>
<p>So let’s take a look at this EXTREME situation first and then in future articles talk about refining the process itself.</p>
<h3>Help What Should I Do First?</h3>
<p>For this article lets imagine we are building a fictitious site called “babyspace” It’s a place for babies and is used to track developmental growth (I actually will cover this in another article as well from a design perspective.).</p>
<h4>Step 1:  Ideation &amp; Brainstorming</h4>
<p>You want to begin where you excel and that is brainstorming. Use a whiteboard, paper, napkin, toilet paper, whatever you use but make it fast, but also make sure you keep a copy. (I recently purchased a Livescribe pen and keep all my brainstorming sessions in there with recorded notes. It has helped me remeber the most intricate details of a brain storming session and saved lots of time.)</p>
<p>Hopefully, while you are doing this  the business or you yourself have gathered up user stories (small chunks of functionality), and prioritized these.  From the stories you need to figure out what relates to the user interface. Take notes and jot down tasks where you see a UI component being designed. This is going to help you immensely when you go to a Sprint or Iteration planning meeting. You want to be armed with as much knowledge as possible in both function , form, technology and design ideas.</p>
<h4>Step 2:  Ask The Right Questions, Who Needs What? Why Do They Need It? How Does This Benefit Our Users?</h4>
<p><strong>Do not</strong>be afraid to ask questions. If you need to refine either your user stories or clarify your own UI tasks. Do it! Sometimes it’s easy to miss a crucial detail when you feel the clock is ticking.  It’s better to get as close to the right answer before you start, as opposed to after you start. It’s not fun to rip apart a fully designed application or UI because a crucial story element was missing (Keep in mind this is different then actually refining your UI each iteration).</p>
<p> As a UX designer you want to know these questions so you can put yourself in the shoes of your user. If you utilize personas you want to match up your personas to these user needs and desires (preferably several weeks before the project begins).  Always, Always, Always ask the following question:  </p>
<p><em><strong>How is this is benefiting our Customer ?</strong></em></p>
<p>When a team looses sight of this redirect the conversation. I highly recommend asking this same question of your team in different ways.</p>
<p>“Why would a user need to do this?”<br/>
“Why would persona A care about this?”<br/>
“Is user really going to have a need to do this?”<br/>
“Does this make it easier for our customer?”</p>
<p>Restructuring and rephrasing your question helps to get people to notice the different sides of a story or requirements. It helps to draw out those that talk to much in a meeting and those that don’t talk at all. Engaging and intriguing questions <strong>will save you time</strong>.</p>
<p>Stay tuned over the next few months as I roll out Part 2 of this article. We will continue to cover lots of other tips and techniques, as wella s more of my process. Soon I’ll be able to notify my readers if my panel (core conversation) is choosen for the 2010 SXSW conference.</p>
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		<title>Developing an Effective Corporate Social Community with Baby Steps &#8211; Part 1</title>
		<link>http://www.uidesignguide.com/2009/09/16/developing-an-effective-corporate-social-community-with-baby-steps-part-1/</link>
		<comments>http://www.uidesignguide.com/2009/09/16/developing-an-effective-corporate-social-community-with-baby-steps-part-1/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 23:33:27 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Social Strategy]]></category>
		<category><![CDATA[corporate community]]></category>
		<category><![CDATA[online communities]]></category>
		<category><![CDATA[social brand]]></category>
		<category><![CDATA[social branding]]></category>
		<category><![CDATA[social communities]]></category>
		<category><![CDATA[social community]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[web communites]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=293</guid>
		<description><![CDATA[So let's talk a bit about effective corporate communities. Social network and social connectivity is all the rage. So much so that it has become the first "thing" some businesses look at when they build out an on line presence or look to make changes to an existing one.]]></description>
			<content:encoded><![CDATA[<p>So let’s talk a bit about effective corporate communities. Social network and social connectivity is all the rage. So much so that it has become the first “thing” some businesses look at when they build out an on line presence, or look to make changes to an existing one.<span id="more-293"/></p>
<p>The truth of the matter is not everyone wants to be part of your happy business centric community.  With all of the communities, facebook, myspace, linkedin, twitter, there are just too many groups and activities for your average customer to get excited about. Not to mention, the community craze has become so widespread that there are even community sites built around harnessing the power of communities. With all this noise how can you expect to succeed in all the mass hysteria?</p>
<h2>A Lesson In Speed -  Not Design</h2>
<p>Think back to the early days of the Internet (cue flashback). Around 1996 every company was racing to get on line. The need for web sites being created was in such high demand designers could hardly keep up. Back in those early days, every company felt they had to either be on line, get on line, or plan a strategy to move business on line. The problem was everyone raced to get “some site up.” The web was a virtual cornucopia of terrible design.  One of <a title="Pepsi In Time" href="http://web.archive.org/web/19961219003038/http://www.pepsi.com/" target="_blank">Pepsi’s original sites </a> back from 1996 was abysmal. <a title="Mcdonalds in Time" href="http://web.archive.org/web/19961110083459/http://www.mcdonalds.com/" target="_blank">Mcdonald’s</a> nearly blinded you with the bright red and splash page complete with animated gif of their 1996 web creation. <a title="Chrysler" href="http://web.archive.org/web/19970219163455/http://www.chrysler.com/" target="_blank">Chrysler’s</a> crazy  menu had us wondering where we should go?  The goal back then was to get something on line, anything. It didn’t matter what that “something” was because the market on line was relatively small. There was not nearly enough to warrant the same type of dollars as pumped into traditional marketing campaigns.  Thankfully, since the start of the Internet age, businesses have begun to grow up, or have they? Perhaps now instead of racing to be the first on line it’s about the race to build social communities. A race if you will to trap and manipulate users. When is the last time you went to Mcdonald’s and wanted to stay there for 8 hours. If you couldn’t stand doing that in real life why would you do it the web? Companies are exploring and in so doing failing.</p>
<h2>The Path To Community Success is Paved In Failure</h2>
<p>Rushing to get your community on line <strong>is going </strong>to drown you in sorrow. It may appear to be cheap on the surface, but beware you are dealing with your social brand.  It’s not about plopping a web 2.0 (I hate that term) feature here, and then placing a twitter widget there, mix it up with a profile page and viola! You now have an instant community.  These tools in combination are means to end an can only help when your community has a strategy –  A driving theme behind the growth and prosperity. Without this failure is imminent. It’s not just about saying we have a corporate blog, or are talking directly with our users. It’s about an attitude driven through-out the core of your web site presence, business model and participatory level throughout your company.</p>
<p>Next we are going to talk about the strategy, and role development, as you make plans to implement your own company social strategy.</p>
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		<title>UI Design News: Vote For My Agile UX Panel At SXSW 2010</title>
		<link>http://www.uidesignguide.com/2009/08/17/ui-design-news-vote-for-my-agile-ux-panel-at-sxsw-2010/</link>
		<comments>http://www.uidesignguide.com/2009/08/17/ui-design-news-vote-for-my-agile-ux-panel-at-sxsw-2010/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 02:58:33 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[sxsw 2010]]></category>
		<category><![CDATA[sxsw interactive 2010]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=856</guid>
		<description><![CDATA[Hello Everyone:

Greetings to all my readers and fans. I recently submitted a panel for the 2010 SXSW interactive conference.

In order for my panel to be chosen it must get a certain amount of votes. There are over 2000+ panels up for voting this year and only about 300 will be selected. If you want to vote for me, I encourage you to do so. You can find all the information below. ]]></description>
			<content:encoded><![CDATA[<p>Hello Everyone:</p>
<p>Greetings to all my readers and fans. I recently submitted a panel for the 2010 SXSW interactive conference.</p>
<p>There are over 2000+ panels up for voting this year and only about 300 will be selected.<span id="more-856"/> If you want to vote for me, I encourage you to do so. You can find all the information below.</p>
<p><a title="Vote For Agile UX Panel SXSW 2010" href="http://panelpicker.sxsw.com/ideas/view/4324" target="_blank">Vote for My Agile UX Panel at SXSW 2010.</a></p>
<p>Here is a little information about my UX panel.</p>
<p>Title: Rapid Development – Where’s The UX?</p>
<p>The structure and the format is yet to be fully determined, but here are some of the questions I hope to answer as well as provide some detailed examples on.</p>
<ul>
<li>What does Agile Mean to me as a UX designer?</li>
<li>How Can I succeed as a UX Designer?</li>
<li>How can I cope with rapid iterations?</li>
<li>What steps can I use to improve my own design process?</li>
<li>Where do I fit in the process?</li>
<li>How can I prevent meeting burn out?</li>
<li>What pitfalls should I avoid?</li>
<li>How can I tell I am succeeding in the process?</li>
<li>What does agile mean to developers vs UX designers?</li>
<li>What traditional design methods work and do not work?</li>
</ul>
<p>In the coming months I have at least one article scheduled to appear and I would love your feedback.</p>
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		<title>UI Design Dissection: Jack in the Box Self Order Machine</title>
		<link>http://www.uidesignguide.com/2009/08/08/ui-design-dissection-jack-in-the-box-self-order-machine/</link>
		<comments>http://www.uidesignguide.com/2009/08/08/ui-design-dissection-jack-in-the-box-self-order-machine/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 18:20:52 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Design Class]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[UI Design Dissection]]></category>
		<category><![CDATA[User Experience Design]]></category>
		<category><![CDATA[design experiences]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[touchscreen interfaces]]></category>
		<category><![CDATA[ui dissection]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=803</guid>
		<description><![CDATA[Today for lunch I decided to swing by Jack in the Box. Little did I know I was about to have a unique UI experience. Upon arriving we were introduced to the brand new (at least in this area) self order system. And thus began my customer experience. My initial reaction was one of horror. [...]]]></description>
			<content:encoded><![CDATA[<p>Today for lunch I decided to swing by Jack in the Box. Little did I know I was about to have a unique UI experience. Upon arriving we were introduced to the brand new (at least in this area) self order system. And thus began my customer experience.<br/>
<span id="more-803"/><br/>
My initial reaction was one of horror. I don’t like ordering what is “on the menu.” I like to order a customized combo. All I could keep thinking was how well was this machine and more importantly the touch UI going to hold up to my customer demands? Join me as we dissect the Jack in the Box Self Order Machine.</p>
<h2>Employee v.s Machine</h2>
<p>Initially, an employee walked us through and showed me the usage of the machine. While my friend stood by and casually joked<br/>
“Does the food come out the back?” They all laughed. Personally I thought that would have been awesome, but no they still have to cook it. All the while I was thinking here we are 2009 and no <em><a href="http://en.wikipedia.org/wiki/The_Jetsons" target="_blank">Jetson’s</a></em> technology yet, oh well. And now back to the topic at hand.</p>
<h2>The Interface</h2>
<p><a href="http://www.uidesignguide.com/images/gallery/jb_dissection.jpg" target="_blank"/>The interface was quite pleasant to use. The initial screen had very large buttons with images depicting the various type of food categories. Each touch passed you through to the next round of choices. After studying the menu on the wall I decided I wanted a #6 combo. I noticed the image button with white and black outlined lettering with the word “Combos.” Easy enough so far.</p>
<p>As I proceeded onto my next select the system spoke very loud and let me know my current location (bread crumbs may have helped here). My design brain kicked in at this point and I thought. Awesome so far this system seems to be on the right track, let’s see what else it can do!</p>
<p>I next choose my combo size which the system graciously suggested three size options. I choose “large”, and was asked to choose a drink followed by my side item (free curly fry upgrade for using the system? Hell, yeah that’s incentive!)</p>
<p>Now came the true test, the system presented me with two buttons on the bottom  Pay  – Customize ( I’m not sure of those were the exact names because I’m trying to remember the system).The employee kindly showed me how to customize the order by touching a “customize” button.</p>
<p>I have sketched out this part of the UI from memory because, I only decided to examine the UI after the fact. Essentially, I was presented a screen with the items I ordered and a scrollable list that allowed me to choose 1-4 options for each of the items on my hamburger. I found the mustard option and set it to none and then clicked “Pay now.”<a href="http://www.uidesignguide.com/images/gallery/jb_customize.jpg" target="_blank"/></p>
<p>I was then presented with 3 buttons credit card (no debit card?), cash, and one more which escapes me. And since there was a ton of available real estate on the screen I thought these buttons could be even larger, and the addition of an arrow or text could point towards the actual manual interface options on the machine. In this case the credit card slot.</p>
<p>I proceeded to swipe my card the “wrong way”, like so many of us do. (Perhaps someone could build a better system for swiping cards – double strip maybe?). The ticket then was manually handed from the employee to the person cooking the food. I believe this was simply an issue that the machine wasn’t fully integrated yet with existing point of sale systems at the store. It was odd to have the order ticket handed to the back, but oh well. Next thing I knew my purchase was complete.</p>
<h2>The Experience</h2>
<p>To my surprise a lot of things went right. The system was friendly and the voice cues left me feeling confident about ordering. I was moved around the screen without issue, and even if the employee wasn’t there I still believe there would have been a fast and rapid transaction.</p>
<p>The UI never left me guessing if the previous selection was done correctly. This was especially important, since I had a pre-conceived notion of what my experience would be like. And like any other user experience that is a tough roadblock to get over.</p>
<p>The customization order screen was clean, not cluttered only showed me the options I could configure. Had I struggled at any point in this process. I would have probably never used this machine ever again.</p>
<p>Many of us have experienced or designed systems that attempt to automate the human interaction and fail miserably. This was not the case with this system. I actually believe I could order faster over time. Jack in the Box could even take this process to a whole other level where the system could recognize your name login ID or something and you could have a one button order of your favorite food. This is actually one of my favorite options on my ATM machine. It saves time and thought.</p>
<h2>A Designed Experience With Thought</h2>
<p>Let’s face it, the lunch crowd is probably the perfect audience to try out this machine. The only reason I felt guilty using this machine was for the simple fact that it does such a good job. A better job then other automated systems that have been around longer.</p>
<p>How many times have you been trying to race out of the grocery store at the “AUTOMATIC” checkout line only to be thwarted by this “friendly messages.”</p>
<p>“please place the item in the bag.”<br/>
“please wait for attendant.”<br/>
“please put the item back on the scale.”<br/>
“your coupon could not be scanned” (yep happened today)</p>
<p>When it comes to these grocery store touch interfaces it’s about a 50% satisfaction rate for me personally. I would much rather wait in line because the machine just usually ends up telling me to “wait” for human interaction to solve my issue. Beyond that how hard is it for the store to build in extra space so you can have room to put your groceries. Just like in any interface you don’t want the “ERROR: You Are Stupid.” to pop up on the screen.</p>
<p>The next time you are at the grocery store using the automatic checkout. Take a look around and see how many people it takes before the designed interaction of the system fails to produce the required user response. In fact, take a look at other touch interfaces around you and see what their failure rate of failure is.</p>
<h2>Conclusion – Cheeseburger Harmony</h2>
<p>Jack in the Box put some thought into this design, or at least hired a company that did. And that my friends is what a well thought out interface does.<br/>
This is the experience you want all your customers to have. And any UX person worth their cost should know that slapping a UI onto a product, application, etc… is just going to bite you in the ass.</p>
<p>In the case of J&amp;B the return was not only well thought out but delicious.</p>
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		<title>Blog Response: What&#8217;s Your Design Sign?</title>
		<link>http://www.uidesignguide.com/2009/07/22/blog-reponse-whats-your-design-sign/</link>
		<comments>http://www.uidesignguide.com/2009/07/22/blog-reponse-whats-your-design-sign/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 13:05:39 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[blog responses]]></category>
		<category><![CDATA[design experiences]]></category>
		<category><![CDATA[design lessons]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=745</guid>
		<description><![CDATA[This morning I came across a great article on Overdesign for IPHONE applications.  While the article focuses primarily on new IPHONE design the same holds true for all aspects of UI Design. Consistency is your key to a usable application. 
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			<content:encoded><![CDATA[<p>This morning I came across a great article on <a href="http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/" target="_blank">Overdesign for IPHONE applications.</a>  While the article focuses primarily on new IPHONE design the same holds true for all aspects of UI Design. Consistency is your key to a usable application.<span id="more-745"/></p>
<p>When you examine say Norton,or Adobe products, the consistent design allows the user to quickly locate and find your way around other different tools in the suite. Furthermore; if you are going to push a consistent product brand your design needs to fall within the expect mental model.</p>
<p>If a stop sign said GO would you know to stop? If the color changed would you know to stop? The same is true for your application. If you as the UI designer changed your cancel and your ok buttons around, would the user be able to predict the next screen interaction?</p>
<p>In the end it comes down to the customer experience. Yes, you still want your application to have that “wow” factor, but don’t sacrifice the “wow” for the now. That is to say don’t interrupt me by changing something I’m used to. And if you DO MAKE ME THINK. You better make damn sure the application is and will continue to be worth my time and money.</p>
<h2>Fighting The Brains Trained Responses</h2>
<p>Take a look at how hard Bing is working to remove the image of google from our heads. When you think search most users automatically think GOOGLE.  When you think Tissue most users think Kleenix.</p>
<p>A consistent application UI can be a powerfull tool when trying to associate your interface with a particular word or phrase. Attaching an easy to recognize and predictable interface is your key to promoting your brand. Without it your just holding up a green stop sign.</p>
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		<title>UI Design Software Review: Flair Builder v1.6</title>
		<link>http://www.uidesignguide.com/2009/06/24/ui-design-software-review-flair-builder-v1-6/</link>
		<comments>http://www.uidesignguide.com/2009/06/24/ui-design-software-review-flair-builder-v1-6/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 21:53:29 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[prototyping software]]></category>
		<category><![CDATA[ui design software review]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=675</guid>
		<description><![CDATA[Recently, I received a copy of  <a title="Flair Builder" href="http://www.flairbuilder.com" target="_blank">Flair Builder</a> , a new wire-frame, mock and interactive prototyping tool.  As many of my readers know, I am <strong>very much for</strong> utilizing paper prototyping for the first few iterations of a design. Of course, when I need to present something to a client I try to clean up the design as well as illustrate complex interactions. This is where a tool like Flair Builder can come in handy.
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			<content:encoded><![CDATA[<p>Recently, I received a copy of  <a title="Flair Builder" href="http://www.flairbuilder.com" target="_blank">Flair Builder</a> , a new wire-frame, mock and interactive prototyping tool.  As many of my readers know, I am <strong>very much for</strong> utilizing paper prototyping for the first few iterations of a design.<br/>
<span id="more-675"/><br/>
Of course, when I need to present something to a client I try to clean up the design as well as illustrate complex interactions. This is where a tool like Flair Builder can come in handy.</p>
<p>Flair builder is built as an Adobe Flex application and allows for quick and rapid building of both lo-fi and highly interactive prototypes. In total I would estimate it took me about 1 – 2 hours to feel comfortable enough in the application to actually get to building out a project. Projects allow for both multiple pages, as well as master pages which I found to be useful when coping elements across new pages such as a menu<br/>
As for the individual components Flair Builder does a good job of giving you some highly interactive pre-built components. Some of these include, dynamic menus, interactive tab structures, graphs, charts, trees, multimedia controls, datagrids, etc…</p>
<p>I was especially happy with how easy it was to align elements on the screen. As I dropped a new element into place a cross-hair was displayed with which you can use to line up your current element with previously placed elements.  In addition, most of the interactive widgets provide states for interactivity. These events could be.<br/>
 modified to perform other interactions when in preview mode, like launch a pop-up .You can view this interactivity by switching to preview in the “View” menu.</p>
<p>The application looks to be in the very beginning stages, but does have a lot offer for quick prototyping. In my tests I was able to do almost everything I wanted to in illustrating my application UI. There were a few small bugs I came across, but nothing that prevented me from getting the initial master page and a few demo pages put together. There is an active community for the tool and the developer seems to be open to suggestions and ideas for interface improvements.</p>
<h2>The Good:</h2>
<ul>
<li>Flair Builder did not seem to slow my designs down and made it quick to make interactive mocks that users could read(my handwriting isn’t the best).</li>
<li>Rapidly constructed wire frames with out a hitch</li>
<li>A large assortment of widgets with a variety of interaction states</li>
<li>The ability to group elements and quickly copy an entire group.</li>
<li>Developer has been actively pushing out new builds</li>
<li>Ability to work on multiple projects</li>
<li>Easily able to visually present complex interactions: modals, messages, etc..</li>
<li>Large assortment of icons available to use</li>
</ul>
<h2>The Bad:</h2>
<ul>
<li>No print option directly from the File menu. I frequently want to print out iterations of a design to Paper.</li>
<li>Currently only one theme for the widgets</li>
<li>Doesn’t remember my last saved project</li>
</ul>
<h2>Conclusion</h2>
<p>Compared to other tools on the market flair builder is lacking in a few key features, but as of the initial writing of this article. Over 2 new versions were deployed. I also really want to see some advanced printing features in the next version. I like to take and scribble on my mocks. I really feel the strong points of the application are in the interactive prototype features. It’s a strong contender and I look forward to seeing what will come next.</p>
<p>[xrr rating=3/5]</p>
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