11. Wireframes, Mockups, Prototypes and User Experience

Basic Principles

Usability

User experience is more than usability:

Have empathy:

Design makes a difference; two identically-capable websites will be distinguished by their UI

User Experience Honeycomb

Useful: is your interface serving a purpose?

Usable: is it easy to learn and use? Is the learning curve short?

Findable: can users find what they are searching for?

Credible: is the company and product trustworthy?

Accessible: is it accessible to disabled people? Aria labels, contrast, font size etc.

Desirable: does the UI look good and make it easy to use?

If it has all six, then your application has value.

What Makes a Great UX?

Not Just Style Sheets

Simplicity: do not overload the UI; white space is important

Consistency: consistent behavior (e.g. button and links have consistent behavior) and styling (colors, page layout, button names)

Dual coding: use icons and labels; just icons makes it accessible only to expert users

Don’t annoy the user: avoid video autoplay, pop-ups

Content

Appropriate content:

Keep users informed:

UX Tools

Input controls:

Navigational components: Design navigational components for your purpose; don’t just plonk it on there

If a user doesn’t understand how the navigation works, they will just leave

Information components:

Plus containers - accordions, tables, tabs etc.

Infographics

Semiology of Graphics

Visual Variables

Misc:

Test Test Test

Wireframes: low-fidelity sketch; flow between screens. Be extra careful who you engage with; if you show the wireframes, everyone and their dog will have different nitpicks and complaints.

Mock-ups: high-fidelity representations based off of the wireframes; no interactivity. Focus on the visual identify.

Prototype: limited functional implementation (e.g. mocking) but with a functioning workflow. Concentrate on visual behavior, risky features.