Some things can’t be wireframed
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Some things can’t be wireframed
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Re: Some things can’t be wireframed
#2Re: Some things can’t be wireframed
#3I'm not saying you shouldn't create high-fidelity mockups, but get the usability problems solved first in a lower-cost environment. That could be as simple as a whiteboarding session or using index cards. You should be excited for a product/site not only based on how it looks, but what it does.
Re: Some things can’t be wireframed
#4I agree with everything said by the author, but I think that mood boards help to fill the gap.
Re: Some things can’t be wireframed
#5Not sure I agree with this. The article compares extremely low-fidelity wireframes with very high fidelity mockups. You don't have to choose between one or the other. Tools like Balsamiq allow you to create mockups that give a better approximation of the real thing with substantially less work. I'm not saying you shouldn't create high-fidelity mockups, but get the usability problems solved first in a lower-cost envir…
My point isn't about low-fi wireframes. (here's a slightly more complete version of the same wireframe: http://d.pr/i/N6Oo )
My point is that wireframes as a starting piece aren't always correct, and that if you do use them, it'll put you down a certain path, and that path isn't always correct.
Re: Some things can’t be wireframed
#6Author doesn't seem to know what a wire frame is. And doesn't seem to have any concept of how UI/UX should be done.
Wireframes are typically used for determining how much of each screen something will take up. After that you move to a Mock up.
You don't need to see video play to know that the video is going to be too small if the Logo is 1600x800 on the page.
A wire frame should be more like the pencil sketch or white board image that you use to talk about what is going to where, and to be used as a "map". It doesn't convey what things will really look like as much as give you an idea of where things are and how much real estate they take up.
Think of a wireframe like a relief map. It tells you how tall the hill is, and where the canyon is, not how beautiful it will be or what color. A blue print tells you where the studs in the building will go, but you get a better picture of how the building will look from a little Styrofoam model. They are both important, but they aren't the same thing.
Re: Some things can’t be wireframed
#7Wireframes are maps, not models. Author doesn't seem to know what a wire frame is. And doesn't seem to have any concept of how UI/UX should be done. Wireframes are typically used for determining how much of each screen something will take up. After that you move to a Mock up. You don't need to see video play to know that the video is going to be too small if the Logo is 1600x800 on the page. A wire frame should be mo…
This is especially true when taking a design first approach, or when your project gains nothing by illustrating hierarchies, navigation, or other wireframe-able things.
Re: Some things can’t be wireframed
#8Wireframes are maps, not models. Author doesn't seem to know what a wire frame is. And doesn't seem to have any concept of how UI/UX should be done. Wireframes are typically used for determining how much of each screen something will take up. After that you move to a Mock up. You don't need to see video play to know that the video is going to be too small if the Logo is 1600x800 on the page. A wire frame should be mo…
The author's point is that for some projects wireframing may not be appropriate. I've had this experience on numerous occasions where let's say a full-color design comp or an interactive prototype would better serve the concept, which may be hard to grasp otherwise. This is especially true when taking a design first approach, or when your project gains nothing by illustrating hierarchies, navigation, or other wirefra…
Or the author is stupid and was driving nails with a screwdriver and wrote this post to explain why they changed.
Re: Some things can’t be wireframed
#9Earlier quoted context omitted.
The author's point is that for some projects wireframing may not be appropriate. I've had this experience on numerous occasions where let's say a full-color design comp or an interactive prototype would better serve the concept, which may be hard to grasp otherwise. This is especially true when taking a design first approach, or when your project gains nothing by illustrating hierarchies, navigation, or other wirefra…
The author either thinks the readers are either stupid and don't know the difference between a Hammer and a Screwdriver and why you can't drive nails with a screwdriver.... Or the author is stupid and was driving nails with a screwdriver and wrote this post to explain why they changed.
Re: Some things can’t be wireframed
#10Not sure I agree with this. The article compares extremely low-fidelity wireframes with very high fidelity mockups. You don't have to choose between one or the other. Tools like Balsamiq allow you to create mockups that give a better approximation of the real thing with substantially less work. I'm not saying you shouldn't create high-fidelity mockups, but get the usability problems solved first in a lower-cost envir…
The author is simply confusing interaction and visual design. The former involves wireframing, the latter almost always does not.