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Process: Communicating Design

UXmatters has published 46 articles on the topic Communicating Design.

Top 3 Trending Articles on Communicating Design

  1. Design Is a Process, Not a Methodology

    On Good Behavior

    The essentials of interaction design

    July 19, 2010

    My last column, “Specifying Behavior,” focused on the importance of interaction designers’ taking full responsibility for designing and clearly communicating the behavior of product user interfaces. At the conclusion of the Design Phase for a product release, interaction designers’ provide key design deliverables that play a crucial role in ensuring their solutions to design problems actually get built. These deliverables might take the form of high-fidelity, interactive prototypes; detailed storyboards that show every state of a user interface in sequence; detailed, comprehensive interaction design specifications; or some combination of these. Whatever form they take, producing these interaction design deliverables is a fundamental part of a successful product design process.

    In this installment of On Good Behavior, I’ll provide an overview of a product design process, then discuss some indispensable activities that are part of an effective design process, with a particular focus on those activities that are essential for good interaction design. Although this column focuses primarily on activities that are typically the responsibility of interaction designers, this discussion of the product design process applies to all aspects of UX design. Read More

  2. User-Centered Design Artifacts

    Ask UXmatters

    Get expert answers

    A column by Janet M. Six
    February 22, 2016

    In this edition of Ask UXmatters, our expert panel considers how UX professionals can create a narrative that connects their learnings about business and user needs to a design solution, in a way that is comprehensible to all project team members, regardless of their role. Our experts also discuss what artifacts a UX team should create during a design project to best enable the team to understand the design problem, then provide an optimal solution for it.

    Every month in Ask UXmatters, our panel of UX experts answers our readers’ questions about a broad range of user experience matters. To get answers to your own questions about UX strategy, design, user research, or any other topic of interest to UX professionals in an upcoming edition of Ask UXmatters, please send your questions to: [email protected]. Read More

  3. Sketches and Wireframes and Prototypes! Oh My! Creating Your Own Magical Wizard Experience

    Dramatic Impact

    Theater and the creative process of design

    A column by Traci Lepore
    May 17, 2010

    Why is every conversation about wireframes I’ve encountered lately so tense? For instance, at a recent UX Book Club meeting whose topic was a discussion of some articles on wireframes, the conversation moved quickly from the actual articles to the question of what a wireframe even was. What the discussion came down to was this: no one knows the answer, and trying to find it feels like a wild-goose chase—or like wandering off on our own down a yellow brick road to find the all-knowing and powerful Oz to figure the answer out for us.

    The Wizard of Oz asks questions like: What is courage or heart or a brain? Who should define them for us? As I see it, UX design suffers from similar definitional issues. We don’t all mean the same thing when we say sketch or wireframe or prototype. So how can we all get on the same page? There are differences between a sketch, a wireframe, and a prototype, but how can we understand the distinctions and the best use of each? And what is their value as communication vehicles? Let’s discuss what separates a sketch from a wireframes from a prototype. Read More

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