I recently had a startup ask me to brainstorm solutions to their current product. After a 1.5 hr session, they wanted to turn it into a 1-day project. But my reply was “no way – you can’t fix a product in 1 day”. Since then, I’ve been thinking more and more about what quantifies as Lean – and does it mean UXers should be able to create 1-day bite size projects?
Here are Lombardo’s steps toward a 1 week Design Sprint:
1) Interviews on Monday
2) Compare notes on Tuesday
3) Brainstorm what you want to prototype on Wednesday
4) Build the prototype on Thursday
5) Show it to Monday’s interviewees for feedback/validation on Friday
Of course, to hold interviews on Day 1, there has to be a considerable amount of planning on Pre-Day 1 in order to: get those interviews set up; UX and stakeholders assembled; and the re-visit on Friday with the Day 1 attendees. So, theoretically, a 5-Day Design Sprint works; but don’t expect to accomplish it in 5 days.
There are times when we want to work fast and lean, so we grab screenshots of items off the web and plop them into our wireframes. But there are other times when we want a more polished finish. It is during those times that we’ll need Illustrator’s vectorizing abilities to trace images that we want to scale.
Below are directions for using Illustrator’s Trace feature to trace a bitmap image.
1) paste an image into Illustrator
2) with the image selected, go up to the Object menu, then Trace > Make & Expand
3) Voila! Your image is compromised of vectorized parts.
Today I focused on creating the same low-fidelity iPhone 5 prototype in 4 different applications: Balsamiq, Keynote, Omnigraffle and InVision.
My end product was a login for an e-commerce store. By developing the same clickable prototype in all 4 softwares, I was able to getter a richer understanding about which one(s) I want to fall back on when needing to rapidly prototype a product.
Here’s what i learned …
• very quick & easy to learn
• have to drag/drop an image
• no mask abilities
• no layers (a workaround is to make an object “markup”)
• very quick & easy to learn
• simply hyperlink buttons (versus creating “hotspots”)
• no iphone 5 artwork
• no layers: using master template is less intuitive then using layers
tough to figure out, but quite robust pros:
• has layers
• has precise info on grid positioning
• doesn’t come with iPhone 5 stencil artwork (only iPhone 4)
• in preview mode, I got an awful hover highlight over the entire main content
• hotspot navigation falters when using masked artwork in combination with layers
• very, very quick and easy
• don’t have to mask overflowing content, as the software handles it for you
• preview is phenomenal
• comes with iPhone 5 artwork
• no layers – so you might have to merge some artwork
• resolution is confusing (uploaded artwork gets stretched)
• can’t edit device once past the selection screen
THE WINNERS: inVision and Balsamiq: both are easy to learn, with inuitive flows and ready-to-go artwork; thus, allowing us to focus on the task at hand (quick prototyping, low-fidelity) rather than thinking about how to use the software