Design Process in 10 minutes or less – Part 2

Visual Designsok so 10 minutes seems to take me more like 30 to actually write out so here goes the last half.  One thing to keep in mind design is not a set rule where you must do this and this and this.  Experience Design is a cycle of creativity, feedback and working towards a creative goal.  My way might not be your way but if I’m going to teach you lets start by what works consistently for most UX designers I know.

Step 7… at this point we have our Hifi wires?  did we get feedback?  at this point its time for a really good detail review, with stake holders and users separately.  You need their input on what makes since or doesn’t and on what works visual and does.  Asking lot of questions like can they figure out how to do x? and incorporate what is logical into the design.

Step 8… you thought you finally get to do the design?  wrong… mood boards… Collect images, graphics, clips of text or anything that inspires you and reminds you of what your building in some way in terms of user interfaces.  I like the tactile experience of taping them all up on my wall.  Lets the stake holders add a few images and mix it all together on the wall. This is your mood board.

Step 9… no, not yet, no designing yet… instead site in front of the wall… feel the wall.  be one with the wall.  Let it get in you and you get in the mood…

Step 10… NOW you can do design.  Remember of course you have not used any color yet… (if you did ANY color in your wireframes or interaction models you did it wrong… unless you awesome and experienced don’t do this.  and yes, “do as I say not as I do.”)  Build your designs out.  Based on the mood board you should be able to settle on color pallet, font’s/typography, general look and feel and then apply that do design.  Only the tiniest amount of creativity is required to do this part but this is where the mettle meets the road in design in terms of ‘creativity’.

Step 11… show your design to stake holders and user’s.  Ask your self and them questions. Have you made logical choices?  does this work with touch?  does the navigation metaphor work for all types of devices? are my touch targets to small? does it take to long for the user to understand what they are seeing?  Have you gotten enough user feedback?  do you need to conduct a user study to get more?

Step 12… after  your user study, rinse and repeat until you get it right.  Users need to love it, have an ‘ah’ moment and enjoy looking at your designs.  Do they want to touch it? if not rinse and repeat again…

Step 13… do you need motion studies for anything critical motive elements?  otherwise release the designs so they can be made real.  As a designer or ‘experience designer’ you should be engaged in the engineering and review processes to insure design continuity and as a step 14 you might need to do design decomposition and red-lines for your designs to hand off to engineering.  Remember you shouldn’t be throwing things over the fence to developers but working with them as part of the team.  Its not design and development in the best teams it is just the team and your part of it.

At this point if you not awesome… #TiredAllOver and start again…

if you missed part one:

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