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Motion / Screen detection through iPhone interfaces. Source

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For UNIQLO’s advertising campaign of the famous UT t-shirts series we created the interactive booth which has been located in the heart of “Mega Belaya Dacha” shopping mall for the whole month. Using multi-touch displays with virtual catalog visitors could browse numerous UT t-shirts designs. Source

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Branded Interactions

Article: Source

One or two key functions. Well designed apps master their core interactions. The best are unique and become associated with the brand itself. You could even call thembranded interactions.

Clear Interactions

Clear

Clear‘s primary interactions are adding and clearing to-do items. Swipes are the main gesture in Clear and none is more fulfilling than crossing off an item as complete. Animation and sound are used to make it fun, fulfilling and even at a small psychological level, it encourages users to cross off items again and again. It’s either coincidence or genius their app is named after this core interaction. I’d go with the latter.

Mailbox Interactions

Mailbox

Mailbox is the newest hyped mail client for iOS. Once you get past their waiting list and start using it to manage your messages, the main interaction is moving mail out of your inbox. It’s similar to Clear with horizontal swipes controlling the state of items, but it’s obvious this interaction had a ton of thought put behind it. It is literally what differentiates Mailbox from other mail clients.

Swiping right shows a green color with a check mark, which lets you archive the message. Swiping further right gives a red background and an X, letting you delete. To the left, you get a yellow color with a clock icon, letting you to send the email back to yourself in the future. Go further left and you get a green background and can add the email to a list.

This is the big innovation of Mailbox: they’ve made it fun to sort your messages in four ways with a swipe and get down to inbox zero.

Sunrise Interactions

Sunrise

Sunrise is a calendar app combining your Google Calendar and Facebook events with daily info like birthdays and weather. Instead of different views for daily, weekly, monthly, etc., Sunrise has a single screen combining a two week view and daily agenda.

Scrolling into the future through the agenda, you run into the problem of how you get back to ‘today’. The creators solved this by making a button fade in on the lower left. The arrow points back to ‘now’ by angling up or down, relative to where you are in. Press the button and you move back to your real-time view.

Vine Interactions

Vine

Video has always been a pain to create on smartphones. Figuring out how to make it fun was critical for Vine.

Based on the number of Vine videos showing up on Twitter, it seems they’ve solved this challenge. Use Vine and it’s easy to see how. To record, you press and hold on your screen. As you hold, the progress bar fills. Release and your recording pauses, allowing you to go find your next shot. They chose wisely to force users to ‘edit in camera’ instead of giving them a suite of video editing tools as other apps have.

They’ve made creating and sharing video a fun experience that lets you express yourself in a new and creative way.

Path Interactions

 

Path

Path is for sharing your life with the people closest to you. The most important interaction in Path is adding content. They focused on that activity and made the process playful. Just press the red plus icon and your different sharing options fly out. Tap it again and they hide.

The attention to detail on the animation makes it engaging. Imagine if they just had the different buttons spread out on the bottom of the screen like other apps. It wouldn’t be as memorable and they would have lost out on a good opportunity to tug on the user’s desire for play.

Google+ Interactions

Google+

While Google+ took a pretty standard approach to sharing content, they excel in what’s turned into a bit of a ‘peacocking’ area of app design: the loading indicator. They use the ‘pull down’ interaction to load new content, but their animation is very memorable. As you pull down, four bands appear and stretch out the more you pull. It seems if you pulled too far, the bands would actually snap. I find myself trying to do that whenever I use Google+ and imagine what sort of Google Vortex would open if I were successful.

How to bring branded interactions to your app

Think about the core function of your app very early on. What do you want people to do over and over again? If you’re lucky, like with Clear, and you might be able to get your app name from the interaction. By focusing on that core activity you want your users to be doing, main other things can fall into place to support that action happening more often.

All of the examples above use elements of play. While not everyone is a gamer, we all can appreciate when our tools are fun to use. By taking the extra effort to play on the emotional needs of users, we open our apps and products up to a new level of user appreciation.

“By employing emotional design in our app, we’re consciously shaping positive memories of our brand that not only encourage users to stick around, but also turn them into evangelists for a product they love.”
- Stephen P. Anderson, Seductive Interaction Design

When the interaction is unique, your users can begin to associate that interaction with your product. If you can own an interaction, that’s a very strong level of branding in today’s interface-filled world.

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Responsive Television

Article: Source

Sometimes, you watch TV on a small screen, sometimes you watch TV on a big screen. Sometimes you’re close to it, other times you’re not. Some TV watchers have 20/20 vision, others don’t.

What if TV adapted to your viewing, the same way that responsive websites adapt to differently-sized devices?

With the confluence of web-enabled televisions, streaming internet video, and a growing cultural appreciation for design, customization of electronics, and accessiblity, this might be a reasonable thing to see in the near future: a television that not only shows you *what* you want to see, but *how* you’d like to see it.

 Adapting to different screen sizes

In many ways, our current televisions do the same thing they’ve always done: show you a full-screen video stream that’s the exact same, regardless of the size or shape of your television.

For movies and sitcoms, this isn’t a big deal: the desired screen is a full-screen single video. For programs that have onscreen chrome, though, this one-size-fits-all approach isn’t great: sports and news channels show scores, tickers, clocks, headlines, and other elements that might warrant the ability to distinguish chrome from video.

Here’s a TV sitcom: all video, no chrome.

image

Here’s a baseball game and a news program: mostly video, a bit of chrome:

Baseball

Last, here’s a TV Guide: Just a bit of video in the corner, with most of the interface devoted to the guide:

TV Guide

What would it look like if the interface could change, based on the screen size?

For example, here’s how a responsive television broadcast of a baseball game might appear in three different contexts:

The Kitchen Television:

Kitchen TV

You’re prepping some dinner, and you’ve got the game on in the background. Your kitchen TV is pretty small, and it’s probably far away in a corner somewhere. In this context, the scores show up larger, the sports tickers are gone (they were too small to read, anyway), and as a result, the actual video is a bit smaller. Like a mobile app that focuses on glanceable stats, the kitchen TV focuses on scores and audio.

The Living Room:

Living Room

Same as it is today: moderately-proportioned scores, small sports ticker, and fullscreen video.

The Massive Home Theater: 

Home Theater

This set shows video content that’s a bit more zoomed out (to make the experience more immersive and lifelike), there’s extra content about the player onscreen, and the sports tickers are reduced in proportion to be legible but not obnoxiously large.

Now that we’ve gone and seperated the video from the chrome, why not take it a bit further?

Customization

You’ve customized the apps on your smartphone, customized the layout of your cupboards, and customized the bookmarks in your web browser. What if TV could do the same?

  • ESPN viewers could set individual preferences for the sports scores that they see in the screen’s ticker.
  • Let users choose what statistics from the current baseball game they’d like to see.
  • Let users toggle the presence of news tickers, headlines, clocks, etc on a news channel.
  • When your grandpa sits down in front of the TV, it knows his favorite channels and shows them in a large-text, easy-to-read menu.

Accessibility

  • Detect different individuals and their accessiblity needs, and change the interface on-the-fly to accomodate them.
  • Allow users with accessibility concerns (poor eyesight, colorblindness, attention deficit disorder) the ability to set minimum contrasts for this type of chrome.
  • Closed-caption services that don’t suck: beautiful, legible text onscreen to help hard-of-hearing viewers understand.

Awareness

Take it to the next level, and add the ability for the television to sense where and who you are:

  • When your kid walks into the room while you’re watching a horror film, the TV set pauses so the kid doesn’t see something terrifying.
  • Got kids and want to limit the amount of TV they watch? Easy: the TV knows them and how much they’ve watched, and turns off after awhile. It could also limit what channels they can watch without parental supervision in the room.
  • The TV could pause show when you leave the room to grab a drink.

If there’s one thing the pre- and post-iPhone smartphones showed us, it’s that pre-existing design decisions are difficult to get out of, until you see something much better and rapidly shift to it. If Apple’s got another trick up its sleeve for the television, I’d hope it might include something like this.

It doesn’t seem unlikely, either. With MLB, NBA, NHL, and the Wall Street Journal all providing subscriptions for Apple TV customers, it’s totally feasible that Apple could create these adaptive and customized television experiences. These subscriptions could seperate the content from the chrome, and adapt to your screen. 

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User Experience Cannot Be Designed

Article: Source

A lot of designers seem to be talking about user experience (UX) these days. We’re supposed todelight our users, even provide them with magic, so that they love our websites, apps and start-ups. User experience is a very blurry concept. Consequently, many people use the term incorrectly. Furthermore, many designers seem to have a firm (and often unrealistic) belief in how they can craft the user experience of their product. However, UX depends not only on how something is designed, but also other aspects. In this article, I will try to clarify why UX cannot be designed.

(Smashing’s note: Subscribe to the Smashing eBook Library and get immediate unlimited access to all Smashing eBooks, released in the past and in the future, including digital versions of our printed books. At least 24 quality eBooks a year, 60 eBooks during the first year. Subscribe today!)

Heterogeneous Interpretations of UX

I recently visited the elegant website of a design agency. The website looked great, and the agency has been showcased several times. I am sure it delivers high-quality products. But when it presents its UX work, the agency talks about UX as if it were equal to information architecture (IA): site maps, wireframes and all that. This may not be fundamentally wrong, but it narrows UX to something less than what it really is.

The perception might not be representative of our industry, but it illustrates that UX is perceived in different ways and that it is sometimes used as a buzzword for usability (for more, see Hans-Christian Jetter and Jens Gerken’s article “A simplified model of user experience for practical application”). But UX is not only about human-computer interaction (HCI), usability or IA, albeit usability probably is the most important factor that shapes UX.

Some research indicates that perceptions of UX are different. Still, everyone tends to agree that UX takes a broader approach to communication between computer and human than traditional HCI (see Effie Lai-Chong Law et al’s article “Understanding, scoping and defining user experience: a survey approach”). Whereas HCI is concerned with task solution, final goals and achievements, UX goes beyond these. UX takes other aspects into consideration as well, such as emotional, hedonic, aesthetic, affective and experiential variables. Usability in general can be measured, but many of the other variables integral to UX are not as easy to measure.

Hassenzahl’s Model Of UX

Hassenzahl’s "Model of User Experience"
Hassenzahl’s “Model of User Experience”.

Several models of UX have been suggested, some of which are based onHassenzahl’s model. This model assumes that each user assigns some attributes to a product or service when using it. As we will see, these attributes are different for each individual user. UX is the consequences of these attributes plus the situation in which the product is used.

The attributes can all be grouped into four main categories: manipulation, identification, stimulation and evocation. These categories can, on a higher level, be grouped into pragmatic and hedonic attributes. Whereas the pragmatic attributes relate to the practical usage and functions of the product, the hedonic attributes relate to the user’s psychological well-being. Understanding the divide can help us to understand how to design products with respect to UX, and the split also clarifies why UX itself cannot be designed.

MANIPULATION

Hammers
Hassenzahl explains the hedonic and pragmatic qualities with a hammer metaphor. The pragmatic qualities are the function and a way for us to use that function. However, a hammer can also have hedonic qualities; for instance, if it is used to communicate professionalism or to elicit memories. (Image: Velo Steve)

In this model, the pragmatic attributes relate to manipulation of the software. Essentially, manipulation is about the core functionalities of a product and the ways to use those functions. Typically, we relate these attributes to usability. A consequence of pragmatic qualities is satisfaction. Satisfaction emerges if a user uses a product or service to achieve certain goals and the product or service fulfills those goals.

Examples of attributes that are typically assigned to websites (and software in general) are “supporting,” “useful,” “clear” and “controllable.” The purpose of a product should be clear, and the user should understand how to use it. To this end, manipulation is often considered the most important attribute that contributes to the UX.

IDENTIFICATION

Although manipulation is important, a product can have other functions as well. The first of these is called identification. Think about it: many of the items connected to you right now could probably be used to get an idea of who you are and what you care about, even though some of them would be more important or descriptive than others. The secondary function of an object is to communicate your identity to others. Therefore, to fulfill this function, objects need to enable users to express themselves.

The growth of social media can be explained by this identification function. Previously, we used personal websites to tell the world about our hobbies and pets. Now, we use social media.

Facebook, blogs and many other online services help us to communicate who we are and what we do; the products are designed to support this identification need. MySpace, for example, takes advantage of this identification function; it allows users to customize their profiles in order to express themselves. WordPress and other platforms let bloggers select themes and express themselves through content, just as users do through status updates on Facebook, Twitter and all the other social platforms out there.

STIMULATION


Gmail notifies users when they forget to attach a file to an email.

The Pareto principle, also known as the 80-20 rule, states that 80% of the available resources are typically used by 20% of the operations. It has been suggested, therefore, that in traditional usability engineering, features should have to fight to be included, because the vast majority of them are rarely used anyway.

This is necessarily not the case with UX, because rarely used functions can fill a hedonic function called stimulation. Rarely used functions can stimulate the user and satisfy the human urge for personal development and more skills. Certain objects could help us in doing so by providing insights and surprises.

From this perspective, unused functions should not be dropped from software merely because they are used once in a blue moon. If they are kept, they could one day be discovered by a user and give them a surprise and positive user experience. As a result, the user might think “What a brilliant application this is!” and love it even more.

In fact, this is exactly what I thought (and found myself tweeting) when Gmail notified me that I had forgotten to attach the file I’d mentioned in an email. If you do a Twitter search for “gmail attachment,” you’ll probably find many others whofeel the same.

Furthermore, I think “Pretty cool!” when YouTube enhances its presence by modifying its logo on Super Bowl Sunday (or Valentine’s Day). I also discovered something new when MailChimp’s monkey whispered, “Psst, Helge, I heard a rumor…” and linked me to a Bananarama song on YouTube. There are many examples, but the best “stimulating” functions are probably those that are unexpected but still welcome (like the Gmail notification).

EVOCATION

Souvenirs
Souvenirs tend to have weak manipulative qualities, but they can be evocative when they elicit memories. (Image: meddygarnet)

The fourth function that a product can have, according to Hassenzahl’s model, is evocation, which is about recalling the past through memory. We enjoy talking and thinking about the good old days (even yesterday), and we want objects to help us with this. Even weird, dusty and practically useless souvenirs (with weak manipulative qualities) have evocative function because they help us to recall the past.

In design, we can certainly give a website a vintage look and feel to remind us of our childhood, high school or the ’60s… or the ’30s. But even websites with a modern and minimalist design can have evocative attributes. For instance, don’t Facebook and Flickr (by way of their users and your friends) provide you with a huge number of pictures from the past, some of which are highly evocative?

Thus, UX Cannot Be Designed


The MailChimp monkey’s words will probably appeal to some users more than others.

Having said all this, why is it argued that UX cannot be designed? It’s because UX depends not only on the product itself, but on the user and the situation in which they use the product.

YOU CANNOT DESIGN THE USER

Users are different. Some are able to easily use a website to perform their task. Other simply are not. The stimulation that a product provides depends on the individual user’s experience with similar products. Users compare websites and have different expectations. Furthermore, they have different goals, and so they use what you have made in different modes.

Think about it: when judging the food and service at a restaurant, you will always compare what you experience to other restaurants you have been to. They have shaped your experience. Your companions compare it to their previous experiences, which are certainly different from yours. The same goes for software, websites and apps. Evocative qualities vary even more, simply because all users have a unique history and unique memories.

YOU CANNOT DESIGN THE SITUATION

UX also depends on the context in which the product is used. A situation goes beyond what can be designed. It can determine why a product is being used, and it can shape a user’s expectations.

On some occasions, you may want to explore and take advantage of the wealth of features in WordPress. In other situations, the same functions may make things too complex for you. On some occasions, you may find it totally cool that the MailChimp monkey tells you randomly that, “It’s five o’clock somewhere,” but in other cases it would feel entirely weird and annoying, because you are using the application in a different mode.

Furthermore, UX evolves over time. The first time a user tries an application, they may be confused by it and have a slightly negative experience. Later, when they get used to it and discover its wealth of features and potential and learn how to handle it, they might get emotionally attached to it, and the UX would become more positive.

We Can Design For UX

Rollercoaster
Are roller coasters fun, thrilling and exciting or just breathtakingly scary? It’s hard to tell. (Image: foilman)

Many designers label themselves “UX designers.” This implies great confidence in the capabilities of the designer; it suggests that the user experience can be designed. But as explained, we cannot do this. Instead, we can design for UX.We can design the product or service, and we can have a certain kind of user experience in mind when we design it. However, there is no guarantee that our product will be appreciated the way we want it to be (again, see Hassenzahl). We can shape neither our users’ expectations nor the situation in which they use what we have designed.

It is certainly possible to have a fairly good idea of the potential ways a user will judge what we make, as Oliver Reichenstein points out. Movies, rhetoric and branding demonstrate as much: they predict certain experiences, and they often achieve their goals, too.

However, a thrilling movie is probably more thrilling in the theater than at home, because the physical environment (i.e. the situation that shapes the UX) is different. In the same way, the effectiveness of an advertisement will always depend on the context in which it is consumed and the critical sense and knowledge of the consumer (i.e. the user’s prior experience). The commercials are designed to elicit certain experiences, but their level of success does not depend solely on the commercials themselves.

The difference between designing UX and designing for UX is subtle but important. It can help us understand and remind us of our limitations. It can help us think of how we want the UX to be.

It has been suggested, for instance, that UX is the sum of certain factors, such as fun, emotion, usability, motivation, co-experience, user involvement and user engagement (for more, see Marianna Obrist et al’s article “Evaluating user-generated content creation across contexts and cultures”). In turn, we must address some of these factors when we design for UX, depending on how we want our product to be perceived. If we want an application to be fun, then we need to add some features that will entertain; a joke, a challenging quiz, a funny video, a competitive aspect or something else. We should keep in mind, however, that, as designers, we can never really predict that the application will be perceived as fun by the user. Users have different standards, and sometimes they aren’t even willing to be entertained.

Extra Credit: How To Design For UX


Peter Morville’s “Facets of User Experience.” (Image: Semantic Studios)

UNDERSTAND UX

If we want to design for UX, then we need to understand what UX is all about. For example, knowing which variables make users judge a product might be advantageous, and Hassenzahl’s UX model is one such model for this.

Other models have been suggested as well, such as Peter Morville’s “seven facets of user experience.” Here, UX is split into useful, usable, desirable, findable, accessible, credible and valuable. As you may have noticed, these facets fit Hassenzahl’s model pretty well: useful, usable, findable, credible  and accessible could all be considered as pragmatic (i.e. utilitarian and usability-related) qualities, while desirable and valuable would qualify as hedonic (well-being-related) qualities.

As mentioned, UX has also been viewed as the sum of particular factors. Other models have been suggested as well, some of which are linked to at the bottom of this article.

UNDERSTAND USERS

Following this, we need to understand our users. Traditional methods are certainly applicable, such as user research with surveys, interviews and observation. Also, personas have been suggested as a means of designing for UX, as have UX patterns. Smashing Magazine has already presented a round-up of methods.

EXCEED EXPECTATIONS

Finally, give users what they want — and a little more. In addition to enabling users to use your service effectively and efficiently, make them also think, “Wow, this application is genius.” Exceed their expectations desirably. If you do so, they will use your website or app not because they have to but because they want to.

Other Resources

To learn more about UX, you may want to read the following:

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Wireframes And Prototypes With InDesign

Article: Source

Hundreds of tools may be available for interaction designers, but there is stillno industry standard for interaction design the way Photoshop and Illustrator are to graphic design. Popular programs are out there, but many of them have considerable drawbacks, which has led me to explore alternative apps.

I eventually chose Adobe InDesign for much of my preliminary interaction design work. Yes, you read that correctly: InDesign, a desktop publishing app originally created for designing books and magazines, is currently my tool of choice for designing low- to medium-fidelity wireframes and interactive prototypes.

Slowly but surely, InDesign has evolved from a print-only tool into an application that can produce interactive media for the iPad and eReaders, too. Surprisingly, it has built-in tools for creating interactivity and animation within your spreads. Though it may sound crazy at first, hundreds of thousands of designers have adopted InDesign as their go-to application for eBooks.

We’ll take InDesign one step further than these authors to produce fully interactive wireframes and prototypes. As you will soon see, InDesign has a unique set of tools and features that are perfectly suited to designing wireframes and interactive prototypes in a more intuitive way than you ever thought possible!

What Makes It A Great Wireframing And Prototyping Tool?

I look for only four categories of features in a wireframing and prototyping app. InDesign has them all in droves.

WIREFRAMING

  1. Creation
    Create original artwork in a flexible and robust environment, where any shape or style of object imaginable can be created easily.
  2. Modularity
    Design once, and have the changes cascade throughout the whole document.

PROTOTYPING

  1. Interactivity
    Create different states of a design in which the user can actively engage with the design and change the states of the prototype.
  2. Animation
    Set up transitions between various states of an application.

Set-Up

SET UP INDESIGN FOR INTERACTIVITY

Before creating a wireframe or interactive prototype, setting up both InDesign and the new document correctly is imperative. After opening InDesign but before creating or opening a document, go to the “Preferences” panel (on a Mac,InDesign Menu → Preferences, and on a PC, Edit → Preferences → General) and change the following preferences.

Global preferences (i.e. when no documents are open):

  • “Units & increments”: Set units to pixels
  • “Display performance”:
    • “Default view”: High quality
    • “Raster images, vector graphics, transparency”: Higher quality (resolution)

Change InDesign’s application-level settings.


Change InDesign’s application-level settings (“Units and increments”) before creating a wireframe or prototype. Larger view.

After changing the global preferences of InDesign, create a new document (on a Mac or PC, File → New → New Document), and set up the following properties.

  • Intent: Web
  • Properties
    • Pixels as dimension
    • Common screen sizes
    • Horizontal orientation (for desktop and traditional Web)
    • No facing pages (spreads)

Setting the “New Document” properties to “Intent: Web” enables you to create a new document with pixel dimensions.


Setting the “New Document” properties to “Intent: Web” enables you to create a new document with pixel dimensions. InDesign provides many presets for common screen sizes.

Note: Documents created with “Intent: Web” will have an RGB color space.

Set Up The Workspace

Make all of the interactive functionality new to InDesign CS5 and CS6 quickly accessible.


Make all of the interactive functionality new to InDesign CS5 and CS6 quickly accessible. I like to place them on the left side of the screen, under the tools palette. Larger view.

As stated, InDesign can be used to produce static print-based media as well as fluid, animated interactive media. The type of project you are creating will dictate what features you will need quick access to and, thus, how the user interface should be arranged.

How one sets up their workspace is a matter of personal preference, but after much trial and error, I’ve found a set-up that works for me. What works for you may be different, but I recommend using the information provided in this section as a starting point for your customization of the InDesign interface.

Switch between workspaces in InDesign.


Once you have placed the panels the way you like them, save them as a named workspace. You can switch between workspaces in the upper-right of the InDesign application window.

Two workspace presets are provided with InDesign (found in the upper-right drop-down menu), “Digital Publishing” and “Interactive for PDF.” I have created my own workspace (named “Interactive – Custom” in the screenshot above), based on the other two.

Basically, all of my typographic, layout, color and other design-oriented panels are on the right, and all of the new interactive panels are on the left, under the tools panel. The panels listed just below are docked together on the left of my screen.

Here is a quick introduction to a subset of the interactive panels:

  • Links
    Displays all external assets that have been placed in your documents. Link images, relink and update your assets.
  • Media
    Manage movies and audio files placed in your document. You can customize how these media files play and are viewed in your document.
  • Liquid Layout
    Set up rules for how objects may be repositioned when the document is viewed on various devices and, thus, at various page sizes and orientations.
  • Buttons and Forms
    Convert objects to buttons, and control button properties.
  • Animation
    Create animations, and determine how objects move.
  • Timing
    When multiple animations occur on one page, control their timing so that they are played in the correct order.
  • Object States
    Create objects that have multiple states (such as slideshows and drop-down menus). Each state can be shown and hidden using buttons. This is powerful for creating complex interactions.
  • Preview
    Preview how an animated and interactive document will look and behave without having to export first.

These panels are where most of InDesign’s interactive functionality can be accessed.


These panels are where most of InDesign’s interactive functionality can be accessed.

I don’t use the panels for hyperlinks, bookmarks or page transitions much, so I don’t dock them with the others.

Wireframe Creation Features

DRAWING TOOLS

Drawing tools may seem like a commodity in the realm of design software. However, many commonly used interaction design applications rely on the placement of predefined UI controls such as buttons and sliders. Ideally, a wireframing application should have vector-drawing tools. Vector graphics are advantageous because they allow for non-destructive editing; and for the most part, the nature of vectors forces you to maintain low to medium fidelity. Jumping into visual design too early in the design process is easy if you are using a program such as Photoshop.

Although InDesign’s drawing tools are not as sophisticated as Illustrator’s, they are more than enough to get your ideas across. The logic here is that, the more robust the drawing tools in a wireframing or prototyping app are, the less you’ll have to jump in and out of other tools, which would create bottlenecks, extra work and technical hurdles.

The drawing functionality in InDesign is similar to Illustrator’s.


The drawing functionality in InDesign is similar to Illustrator’s. Many of the bells and whistles found in Illustrator may be missing, but you get a core set of streamlined and powerful drawing tools to render anything you can imagine.

LAYOUT

InDesign is one of the only design tools that has robust grid support built in, and I find myself designing with grids all the time. (You can find all of the layout functionality by going to Layout → Margins and Columns.) Grids from widely used systems, such as the 960 Grid System, can be easily and quickly created and used throughout a design by using master pages, which we’ll cover later. Horizontal and vertical guides can be used in conjunction with columns to create subgrids for greater complexity and precision in a layout.

Quickly and easily create grids for your document, such as the 12-column grid based on the 960 Grid System.


Quickly and easily create grids for your document, such as the 12-column grid based on the 960 Grid System, shown here. Larger view.

TABLES

Not to be confused with the very old technique of laying out Web content, tables in InDesign are often used to display tabular data, as well as list and grid views, in a user interface. In fact, creating tables is one of the reasons why I started creating wireframes in InDesign in the first place!

I often turn cell borders off (either by setting the stroke to none or to 0 pixels), so that the table can inform my design but not be so literal or distracting in the final wireframe or prototype. Other common reasons why I use tables are to create tabs that evenly distribute the text label in each tab, and to create subgrids for alignment in a design when the main grid just won’t do.

Tabular data can be created in seconds in InDesign.


Tabular data can be created in seconds in InDesign. When tables are needed, no better design program than InDesign is out there. Larger view.

LAYERS

While layers may seem like a no-brainer feature that doesn’t warrant mentioning, plenty of apps simply don’t have them. (InDesign didn’t have the ability to show objects in the Layers panel until CS5.) Layers provide the ability to group, reorganize, selectively show and hide, and selectively lock and unlock objects in a design. The larger and more complex a design is, the more important layers become.

Multi-page documents in InDesign share the same organization of layers: every page has the same number of layers, which are also in the same order. When a layer is created, moved in the stacking order or deleted, or when its visibility has changed on one page, those modifications are reflected on all other pages. While the organization of layers is consistent throughout an InDesign document, the designs on each page may be unique.

In the last several months, I have experimented with various ways to order my layers and have come to the conclusion that only a few layers are needed to adequately organize my files. Typically, I use only four layers: I place a notes layer at the top to add explanatory text about the design; next, I use an input layer, where I show user actions and input; below that, I show modals (dialog boxes, lightboxes and popovers), which appear over the background layer.

This is a common layer structure for my documents:

  1. Notes
  2. User input
  3. Modals
  4. Background

The wireframes I create usually consist of four layers. The background layer contains most of the designs, overlays are above the background, and user input such as a mouse or hand sits on top. Finally there are notes, which are placed above everything so I can annotate detailed interactions.


The wireframes I create usually have four layers. The background layer contains most of the design. Overlays are above the background. User input, such as from a mouse or hand, sits on top. Finally, notes are placed above everything so that I can annotate detailed interactions. Larger view.

MULTIPLE PAGES

By their very nature, interactive documents require multiple pages. Pages in website design (and screens in app design) are a fundamental unit of interaction, because they contain the content that users navigate to throughout the application.

Large and small projects would benefit from the organization that pages provide.


Large and small projects would benefit from the organization that pages provide.

ALTERNATE LAYOUTS

This new feature in CS6 is a game-changer for responsive and mobile design. Alternate layouts allow you to create designs for multiple devices and orientations in the same file. With InDesign CS6, we now have a tool in our arsenal to make designing for dozens of screen variations almost as easy as designing for one. The textual content of each size and orientation is all linked, so updates will automatically propagate to all variations of a design.

Alternate layouts were designed to work with the liquid layout toolset (discussed next), so that if layout rules were set up properly in the original layout, then newly created layouts would automatically update to conform to the different dimensions. Of course, alternate layouts may be used without liquid layout rules, too, so that you can manually control how objects are displayed in each layout.

When working on more than one layout, you might need to refer to other layouts or toggle repeatedly between multiple ones. To see two layouts simultaneously and work back and forth between them, simply click on the split-view icon to the right of the scroll bar at the bottom of the InDesign window.

Alternate layouts are used to manage one design that will be viewed on multiple devices.


Alternate layouts are used to manage one design that will be viewed on multiple devices.

LIQUID LAYOUT

Liquid layout changes the way content adjusts to the size of the page. (According to Adobe, this feature is HTML5-based.) Liquid layout lets you be more flexible: you can design once and set up some simple rules, and then the design will automatically adapt when the display’s size or orientation changes.

Set up liquid layout rules in one of six ways: off, scale, recenter, object-based, guide-based, and controlled by master. The details of the liquid layout rules are enough to take up an entire article by themselves and are, thus, beyond the scope of this article. I highly recommend reading Pariah Burke’s article “InDesign How To: Using Liquid Layout” to get up to speed on the rules.

Define liquid layout rules before creating an alternate layout, to fully leverage the time-saving benefits of this feature.


Define liquid layout rules before creating an alternate layout, to fully leverage the time-saving benefits of this feature.

As you set up the liquid layout rules for a page, preview and test those rules to see whether they have the desired effect. To test your new liquid layout, select the page tool, and you will see handles at the edges and corners of the page. By dragging these handles, you can temporarily adjust the size of the page. This behavior lets you test how the content adapts when the page changes in size. Holding Option on a Mac or Alt on a PC lets you permanently change the page’s size by hand.

Wireframe Modularity Features

MASTER PAGES

Master pages extend the functionality of pages by allowing a parent page to have objects and to have layers that are shared with its children pages. When content on the master page changes, it also changes on the children. Masters are typically used to contain headers, footers, logos and empty frames that act as placeholders. Surprisingly, very few other applications have master pages. Theversatility and saved time that master pages bring cannot be overestimated. They help with consistency, and they help designers use repeatable design patterns throughout a project.

When master pages are applied to other pages, you are able to share the master’s objects to the regular pages.


When master pages are applied to other pages, you are able to share the master’s objects to the regular pages.

Note: Objects on a master page layer appear behind objects assigned to the same layer in the document page. If you want a master item to appear in front of objects on the document page, then assign a higher layer to the object on the master. A master item on a higher layer will appear in front of all objects on lower layers. Sometimes I create special layers for masters that are above the “normal” layers.

MASTERS BASED ON OTHER MASTERS

Masters can be created based on previously created masters. As far as I know, this feature is unique to InDesign. By creating a parent-child relationship between masters with a document, a nesting effect occurs (similar to the cascade in a cascading style sheet), which makes for a powerful way to create constancy and to update documents with ease.

Basing a master on another enables you to create similar variants of a design. Masters may be based on only one other master at a time.


Basing a master on another enables you to create similar variants of a design. Masters may be based on only one other master at a time.

PLACING FILES

When pixel-perfect styling matters, you can switch to whatever application you want to design in, and place that file in an InDesign document for seamless integration. Placement is especially powerful when using multilayer Photoshop or Illustrator files, because InDesign displays them in full fidelity.

Note: By default, InDesign previews placed images with a low-resolution preview. This does not reflect the quality of the placement or that of the original file — InDesign uses a pixelated proxy image to keep up performance on your computer. With CS5 or CS6 and a decent computer, I have found that a high-quality image preview doesn’t affect performance and is a more accurate way to view your work. I recommend setting the display performance to “high” as the default in InDesign. (This can be done by opening InDesign and going to View → Display Performance → High.) Setting this when no document is open will set the default for all newly created files. Older files will retain the view settings that were selected the last time they were saved.

Each time a document is placed, it references the original file. For instance, if a PSD is altered, one click can update all of the instances of that Photoshop file that appear in an InDesign document. When only a portion of an image is necessary, InDesign offers some of the most intuitive and rapid masking tools available.

Note: Placed items are linked to the containing InDesign document based on their file location. To gather all files into one central folder, use the File → Package command.

You can place most media types in an InDesign document.


You can place most media types in an InDesign document. Larger view.

The placement feature is easy to take for granted, because it is a fundamental tool in InDesign’s arsenal that has been around since the software’s debut. But placement enables you to create a kind of collage whereby you can design the pieces in whatever tool you deem appropriate, and then assemble those pieces in InDesign.

PLACING INDESIGN DOCUMENTS IN OTHER INDESIGN DOCUMENTS

InDesign allows documents to contain other InDesign documents. Think of a placed InDesign file in a master object (rather than a master spread) because it makes it easy to reuse content in a design in a consistent, fast and easy way. If the original InDesign document is edited, all instances of the document will instantly reflect the changes. A placed InDesign file may show up in its container file an infinite number of times.

This feature allows for functionality similar to that of symbols in Flash and Illustrator, but expands on their use by facilitating constancy across multiple documents. This is an extremely useful feature that is not widely known but can save countless hours. For those working on collaborative teams, you can save InDesign documents to be used as reusable components in a shared folder, and any updates made by one person will be available instantly to the rest of the team.

InDesign documents may contain other InDesign documents.


InDesign documents may contain other InDesign documents. This seemingly simple feature allows you to create symbol-like functionality that allows object changes to propagate to an entire document. Larger view.

SNIPPETS AND LIBRARIES

Placed InDesign files make it possible to reuse content and to edit the originals. There are other ways to reuse content, such as snippets and libraries; however, these two methods do not allow the originals to be opened or edited after creation. Because of this, they should be used prudently, and only when the content in a library or snippet is finalized and won’t change. Snippets are more flexible and powerful than libraries, but using placed InDesign documents is recommended in most cases.

STYLES (OBJECT, CHARACTER, PARAGRAPH, TABLE AND TABLE CELL)

As anyone who has used character and paragraph styles in InDesign would attest, styling is an amazing time-saver and provides a level of precision and consistency that would otherwise be impossible. Object styles enable you to style one object to your heart’s content, and when you are happy with the way it looks, you can save all of the effects and the transparency, stroke and fill of an object to be applied to other objects later on. If the style itself is updated, then all objects that have been assigned that style will be updated as well.

Styles enable you to maintain a consistent look and feel in a document.


Styles enable you to maintain a consistent look and feel in a document and to update the styles of any and all objects when requirements change or the mood strikes. Larger view.

Interactive Prototyping Features

BUTTONS

When an object is converted into a button, it becomes clickable and interactive, able to initiate a myriad of actions such as navigating to a particular page, initiating animation or playing a sound. Almost any object can be turned into a button. A button is a special kind of “container frame” that hold the objects that make up the visual appearance of the button.

Buttons panel: details.


Buttons panel: details.

MULTI-STATE OBJECTS

When a person uses an application or website, the objects on the screen that they interact with will often change states. For instance, a carousel slideshow might show a featured set of 10 images that rotate through the collection, showing one photo at a time. In this example, the carousel slideshow is one object with 10 states. In other programs, you would have to create a new page or art board for each of the 10 images in the carousel.

Without multi-state objects, the carousel object would have to be duplicated nine times, each state on a different page. This method is inefficient and doesn’t accurately reflect what is actually happening — that the carousel is changing states. State changes are not the same as page changes, and InDesign allows you to differentiate between the two! Multi-state objects are special objects that can change appearance depending on how or when a user interacts with them.

Objects panel: details.


Objects panel: details.

HYPERLINKS

Those blue underlined text links we have come to know and love on the Internet are alive and well in InDesign. Hyperlinks turn text into interactive objects that, when clicked, transport the user to a new page or to a different position on the same page. You can also easily turn URLs in text into hyperlinks (be sure to define the character style of hyperlinks first).

A note on named versus unnamed hyperlinks. When making a hyperlink, you need to decide whether it can be used multiple times (which InDesign calls a “shared hyperlink destination”) or will be a one-off link. If you are going to use a hyperlink several times in a document, making it named is great. That way, if you need to edit the link, you can change it once and it will get updated everywhere in the file.

MEDIA

Similar to the Links panel, the Media panel holds all of the movies and audio files that are linked within a document.

BOOKMARKS (PDF)

Used primarily for print PDFs, bookmarks make it easy for the viewer to find a particular section of the document. Bookmarks may be nested. A table of contents can generate bookmarks without your having to add bookmarks manually, which saves a lot of time. As with HTML, a link can direct you to a whole other page or (if it’s an anchor link) to another spot on the same page. Because there is no way to name pages in InDesign, you can also use bookmarks while designing a document for reference purposes.

PAGE TRANSITIONS

Whole page-transition effects, similar to those in Keynote and PowerPoint, are available in InDesign.

Animated Prototyping Features

ANIMATION

Though they can be thought of as eye candy, transitions provide additional information, context and feedback, and they help people visualize the results of their actions. Objects animate as a result of a user action, such as navigating to a page or clicking a button. The animations in InDesign have the same presets found in Adobe Flash CS5 Professional and above. Common presets, such asbounce, slide in and fade in, come bundled with InDesign, but you can create your own presets, save them and share them with others using InDesign or Flash.

Animation panel: detail 1 of 4.


Animation panel: detail 1 of 4. Larger view.

Animation panel: detail 2 of 4.


Animation panel: detail 2 of 4. Larger view.

Animation panel: detail 3 of 4.


Animation panel: detail 3 of 4. Larger view.

Animation panel: detail 4 of 4.


Animation panel: detail 4 of 4. Larger view.

TIMING

The timing pane is used for advanced animation sequences in which a user action initiates the animation of two or more objects. The timing pane takes the place of a dedicated timeline found in apps such as Flash, and it resembles panels found in Keynote and PowerPoint (with some powerful additions). Timing is used to control the order in which objects animate, determining whether those objects animate one after another, at the same time or somewhere in between.

Timing panel: details.


Timing panel: details. Larger view.

Previewing And Exporting

PREVIEWING AN INTERACTIVE DOCUMENT

With so many options to tweak in an interactive document, periodically testing your interactions will help you to iterate on the design and to experience what you are creating from a user’s perspective. Thankfully, InDesign helps you do this without having to export the whole document, which saves time and lets you stay in InDesign to test the design as you are creating it.

The difference between previewing a document and exporting a document may seem minute, but because previewing is so fast, easy and but one click away, you are more likely to use it to test, evaluate and tinker with a design — and increasing the number of iterations in the design process is a surefire way to increase the quality of your deliverable.

Preview panel: details.


Preview panel: details. Larger view.

EXPORTING

InDesign’s interactive features work only when you export the file to a format that supports them, such as PDF, SWF, FLA or XHTML. And different formats support different features.

HTML EXPORT

Though InDesign has an “export to HTML” feature, it is so anemic that it is not worth using. Perhaps Adobe wants people to use its digital publishing platform — the resulting HTML files that InDesign produces natively are not useful because they don’t maintain the styling or interactivity of the working document. Adobe has said it wants to move in the direction of supporting Web standards, but as of CS6, I would not recommend exporting to the Web from InDesign.

Luckily, a company named AJAR Productions has a new Kickstarter project that aims to rectify the shortcomings of HTML exporting. Currently, the InDesign to HTML5 project is a work in progress, but it will have a 1.0 release very soon. Please take a look at this new plugin and see what it can do for you. The developers are very responsive to constructive feedback. Hopefully, Adobe will see how useful this functionality is and follow the awesome lead of this Kickstarter project. With the InDesign to HTML5 plugin, you can produce designs with the following features and benefits:

  • With the WYSIWYG, no-programming-needed design environment, produce layouts that are faithful to the original InDesign file.
  • Embed fonts on your website.
  • Produce built-in page navigation.
  • Use master page content.

EXTENDING INDESIGN

The company Eight Shapes has created a toolset called Unify to fully maximize the interactive features of InDesign. Unify is a documentation system to produce wireframes, maps, flows, storyboards, plans, style guides, specifications, usability testing reports and prototypes. I only recently discovered Unify and have found it to be extremely helpful in my work.

Drawbacks And Limitations

Before you start rushing to mock things up in InDesign, I’d like to mention a few caveats. First and foremost, few professionals are using InDesign to create wireframes and prototypes. This means that there are few tutorials and support documents to help you if you get stuck or confused. Learning how to create animated eBooks or iPad magazines might help you approximate what you are trying to do, however. Also, there are almost no native InDesign files that can be used as stencils or pre-made components similar to those found in programs such as OmniGraffle.

There is a way to quickly create your own set of stencils from those already available online, though. You can copy and paste stencils from other programs into Illustrator, clean up the images, and then paste them into InDesign. As mentioned, you can embed InDesign documents in other InDesign documents in such a way that approximates the use of symbols in Fireworks, Illustrator and Flash. Embedded InDesign documents can be treated like stencils. The advantage is that these documents can be accessed by a team from a shared location, and when the source files are updated, every document that contains the embedded InDesign files will also get updated. While getting your InDesign stencil collection up and running might require some leg work, it is well worth the effort.

The interactive features of InDesign were not intended to be used for rapid prototyping or for creating rich complex interactions. While the interactive tools are perfectly suited to eBooks, they are not yet robust. The types of documents InDesign produces are intended to be used with the Adobe Publishing Suite and EPUB — two formats with different but related limitations. Interactive PDFs, SWFs and even HTML can be exported, too, but they don’t produce files with as high a fidelity as Adobe Publishing Suite or EPUB.

In some ways, the interactive toolset makes InDesign feel like a facsimile of PowerPoint or Keynote in terms of how page transitions are handled and animations triggered. The similarity to presentation apps makes it easy to jump in and start producing work quickly. But there are some drawbacks. As anyone who has created an animation-rich prototype in a presentation program can attest, although it looks slick in the end, designing a non-linear flow in the confines of a linear document is a bit of a hack.

Despite these minor limitations, I hope you have discovered the amazing benefits of InDesign. Although not perfect, InDesign offers many perks and features that will transform the way you create wireframes and interactive prototypes.

Conclusion

Many people are familiar with InDesign, but they often overlook it when choosing a wireframing or prototyping tool. This popular application in Adobe’s Creative Suite, once a print-only tool, has become a hybrid program that can produce multimedia content for the Web and eReaders. Though not perfect, the unique combination of its creative workflow, modularity, and toolsets for interaction and animation make InDesign a robust and powerful program that is perfect for creating both wireframes and prototypes.

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