Prototyping UX in a Touch First World
The wireframing and prototyping techniques, tools and software we use have a legacy problem. Much of it is very button-centric. And many of the great apps, games and experiences we create live on touch devices. So how do we reprogram and evolve our prototyping practice for a touch first world?
Let’s break out the sharpies, markers and post-its and together we’ll sketch, experiment and problem-solve with paper prototypes. We’ll use some quick and clever tricks to mimic gestures and touch interactions to test our ideas. This will be 100% hands-on, interactive and collaborative…and with you there, 100% awesome.
Additional Supporting Materials
- How do designers evolve their prototyping practice from mouse/click interfaces to touch/gesture?
- What are some of the best ways to show touch interactions and transitions in paper prototypes?
- How can you use prototyping to gain insight and feedback from customers or users?
- Are there ways I can help teach team members to think 'touch first'?
- What are the best methods for illustrating and narrating core user scenarios with prototypes?
- Sara Summers Microsoft
Sara Summers Microsoft
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