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	<title>Tools for Sketching &#187; Featured</title>
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		<title>Why Wiggly Wireframes?</title>
		<link>http://www.poxod.cc/blog/2009/11/16/73/</link>
		<comments>http://www.poxod.cc/blog/2009/11/16/73/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 01:02:27 +0000</pubDate>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=73</guid>
		<description><![CDATA[Aaron Travis explores the motivation and payoff for developing low-fidelity wireframes for user interfaces during the design process. While I [...]


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			<content:encoded><![CDATA[<p><img src="http://www.poxod.cc/blog/wp-content/uploads/2009/11/1_Travis_Sketchy_Visio-cropped.gif" alt="Sketchy Wireframe" title="Sketchy Wireframe" width="336" height="208" class="alignleft size-full wp-image-78" /><a target="_blank" href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Aaron Travis explores</a> the motivation and payoff for developing low-fidelity wireframes for user interfaces during the design process. While I have my own reasons for loving all things lo-fi, this (web-specific) article really nails it. Their rationales are clearly thought out and expressed in a way that make them relevant to a wide variety of disciplines.</p>
<p>Read More for excerpts<br />
<span id="more-73"></span></p>
<div style="clear:both;display:none">.</div>
<p></p>
<p>See Also :<br />
<a href="http://www.microsoft.com/expression/products/SketchFlow_Overview.aspx">Microsoft SketchFlow</a><br />
<a href="http://www.guuui.com/issues/02_07.php">Visio Sketchy Wireframe Tempates</a><br />
<a href="http://iphonemockup.lkmc.ch/">Web-based iPhone collaborative mockup maker</a></p>
<p>(Via <a href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Boxes and Arrows</a>)</p>
<blockquote><p>
Having used computer-based sketchy wireframes on a number of projects, I’ve found many ways that they can decrease confusion with teams and stakeholders:</p>
<p>    * Clients and Executives &#8211; People in this group typically want to push projects forward as quickly as possible. Consequently, the more “finished” the wireframes look, the faster they will expect to see the finished product. You can do yourself a disservice by making your wireframes look more complete than they are. To quote Kathy Sierra, “How ‘done’ something looks should match how ‘done’ something is.”</p>
<p>    * Programmers &#8211; Programmers who see traditional wireframes too early in the process may misinterpret their functionality as “signed-off.” Don’t be shocked if you hear frantic questions like “Did we agree to this?” Programming requires meticulous attention to detail, so programmers read wireframes with an eagle eye. Consequently, they may expect a level of specification from wireframes that isn’t appropriate in the early stages.</p>
<p>    * Designers &#8211; Designers make their living with their visual creativity, and they resist anything that could constrain it. Consequently, in situations where designers must work with wireframes created by someone else, designers can perceive them as a creative straightjacket, or worse, as a threat. A sketchy representation can help reduce friction by removing unnecessary details and adding a certain amount of “fuzziness” to the wireframes, thereby giving designers more leeway in interpreting the look and feel of the interface.</p>
<p>    * Users &#8211; In my research, I’ve found that users who are asked to comment on traditional wireframes can be intimidated by an overly finished look and feel. This is mirrored by a general consensus in the usability industry that the “less done” a demo looks, the more comfortable users feel with giving feedback. Where traditional wireframes can elicit comments like “I don’t like the font on those words,” sketchy wireframes are more likely to elicit comments like “I don’t know what those words mean.”</p></blockquote>



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		<title>Plug and Play Hardware Prototyping</title>
		<link>http://www.poxod.cc/blog/2006/08/02/dtools-plug-and-play-hardware-prototyping/</link>
		<comments>http://www.poxod.cc/blog/2006/08/02/dtools-plug-and-play-hardware-prototyping/#comments</comments>
		<pubDate>Wed, 02 Aug 2006 18:20:44 +0000</pubDate>
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			<content:encoded><![CDATA[<p><img id="image60" src="http://www.poxod.cc/blog/wp-content/uploads/2007/03/dtools-components.thumbnail.jpg" style="margin:7px;float:left" alt="dtools-components.jpg" /><a href="http://hci.stanford.edu/dtools/">d.tools</a> is a combination hardware and software system that makes prototyping hardware interfaces fast and easy. With it, inexperienced test subjects were able to re-create an ipod interface in a half hour. The fact that subjects without training in electronics or software development can achieve so much with this tool is extraordinary. What stands out most about this system is that it is generalized (you can create any combination of inputs and interface elements) and specific (intended for use in designing electronic product interfaces.) Like many of the tools I&#8217;ve written about, d.tools&#8217; insistence on not being everything to everybody, while maintaining a broad enough feature set to be a useful tool for rapid ideation is a strength. While interfaces developed using d.tools may not be tightly integrated into a development process, I can only imagine that when using it as a system for validating ideas and testing multiple solutions could solve many problems down the road in product development.</p>
<p><a href="http://www.poxod.cc/blog/wp-content/uploads/2007/03/dtools-board.jpg" rel="lightbox" title="New d.tools board"><img src="http://www.poxod.cc/blog/wp-content/uploads/2007/03/dtools-board.thumbnail.jpg" width="140" height="91" style="margin:7px;float:left" alt="" /></a>Some recent developments in the system are particularly exciting to me: I was exctied to see new <a href="http://hci.stanford.edu/dtools/arduino.html">support</a> for <a href="http://www.arduino.cc/">Arduino</a>, <a href="http://www.phidgets.com/">Phidgets</a> and <a href="http://wiring.org.co/">Wiring</a>. The system was also on display at the 2006 Maker Faire in San Francisco, and a new hardware design (left) has been developed, which means that it lives on.</p>
<p>d.tools was developed at the <a href="http://hci.stanford.edu">Stanford HCI Group.</a></p>



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		<title>Stoking the story-maker machinery</title>
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		<pubDate>Mon, 20 Mar 2006 16:59:01 +0000</pubDate>
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<p>ComicLife&#8217;s popularity has exploded, thanks to its ease-of use, integration with iPhoto and other usability features. The software is incredibly easy to use out-of-the-box, but has powerful features which allow a user to customize their creations endlessly. This software isn&#8217;t limited to creating family photo albums, it could easily be used to help in the creation of professional storyboards, user scenarios or quick one-off portfolio pages. ComicLife empowers you to quickly assemble a story on paper.</p>
<p>Check out this photostream, where a flickr user used ComicLife to create a <a href="http://www.flickr.com/photos/danwinckler/sets/1788378/">media studies textbook/polemic</a> reminiscent of the <a href="http://www.chick.com">tract</a> style of <a href="http://en.wikipedia.org/wiki/Scott_McCloud">Scott McCloud</a> or <a href="http://en.wikipedia.org/wiki/Quentin_Fiore">Quentin Fiore</a>&#8217;s design for the work of Marshall McLuhan, or <a href="http://www.flickr.com/photos/moofthestoof/112561379/in/photostream/">this page</a>, where a World of Warcraft player narrates his mmorpg adventures.</p>



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