![]() I’ve found that context is important: Showing a screenshot of a mobile app on someone’s computer invites confusion, and we generally want to avoid that.įlinto has a 30-day trial, while InVision offers a free tier that works with one project. I’ve been able to create designs that people view in context, on their devices and on their time. It wasn’t until recently that I found a happy medium: building a wireframe kit and making interactive prototypes in services such as Flinto and InVision. If you can show it animating in, you’re more likely to get your point across to someone. Here’s an example of why animation is key: That really cool alert you designed to slide up from the bottom of the screen will most likely get lost in a flat mockup. That’s a bummer, because animation communicates what a flat image can’t: transitions, which are another critical part of good design. While things built in Interface Builder showed animations, neither flat images nor clickable PDFs did. Not everyone designs on Mac OS X or for iOS, either. Interface Builder (part of Xcode) is fun, although it comes with a considerable learning curve and investment of time compared to the others.But if you do not create the links carefully, then you will need to manually change the zoom level and scroll point on the destination page, because Acrobat usually sets the zoom level for each page to maximize the view of that page, and app screens and web pages often have different lengths and will be displayed at different zoom levels.) (There is a way in Adobe Acrobat to specify the zoom level of a page that is the destination of a link within a PDF file so that all pages have a consistent zoom level. Clickable PDF wireframes upset the scale of our designs by fitting the PDF to whatever size my screen was - clearly, not the right way, either.Flat images left people wondering how we’d ever get to SuperAmazingFeature 3000™.I ended up trying flat images, clickable PDF wireframes and even prototypes built in Interface Builder. There are a ton of them, and so many look amazing. I’ve tried several methods of showing mockups to clients. However, since Fireworks won’t be further developed by Adobe, finding an alternative workflow was vital for me. Side note: You can create pretty robust interactive prototypes right in Adobe Fireworks, including mobile prototypes, web prototypes and iOS prototypes. So, it’s critical to prototype for and to show motion and animation for all digital design work, but especially for mobile apps. Motion provides meaning and is also central to the functioning of all native mobile apps - and increasingly for the web as well (see “ Material Design” and the Polymer project from Google). When used well, motion can bring delightful moments to a user interface and improve interactions. Animations are a powerful option to add design details to your work. I like how Val Head puts it in “All the Right Moves: Putting Your UIs in Motion” (emphasis mine): Motion has meaning in UX design, so don’t overlook the importance of good motion design to enhance the experience. Increasingly, animation is playing a stronger role in design. I’ve found that communicating things like user flow and hierarchy is tougher in static mockups (especially when dealing with responsive websites, but that’s a topic for another day). ![]() When it comes to showing an app’s design to a team, a client or a stakeholder, I’ve found that an ugly-but-functional prototype beats the static bitmap of one state of a screen that I’d get from Sketch, Photoshop or the like.
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