- Mark up the structure in HTML
- Mark up the groups in HTML
- Mark up the individuals in HTML
Admittedly in the design industry, there are lots of terms being used to call design artifacts (not to mention their combos)—flowcharts, wireframes, wireflows, comps, FAs, and prototypes.
A prototype is not an artifact per se but what we make of an artifact. It cuts across disciplines and stages in the design process because of its purpose—to foster innovation, collaboration, and creativity by presenting and testing it to a relevant audience.
A set of wireframes designed to communicate a specific functionality is a prototype. Even a flowchart that communicates the flow of tasks is a prototype.
Recently, I’ve come across the term “Click–Through Prototypes” which also is “Interactive Prototypes”—the ones wherein the test participant could click on specific elements and be taken to the next interaction point.
I knew it from decades ago as “image–mapping” or putting “hot spots” in elements we want to be clickable.
Innovation is not a skill. It is a culture, it is a mind set, a destination rarely reached, and the bountiful return on an investment made in the education of people unafraid.
Aaron Madolora, Chief Innovation Officer, Voyager Innovations
Wireflows. First time today that I’ve read about this fairly novel artifact. What I’ve been using (and sharing with my team) is called an Interaction Diagram—which, basically, is a Task Flow Diagram plus Wireframes.
Reading that article from Nielsen Norman Group, I’ve found out that there could be a high–fidelity wireflow—which in the example given, it showed a high–fidelity mockup.
As I understand it, there’s a distinction between a wireframe and a mockup. So, how would one call a “wireflow” that instead of wireframes, uses mockups as its visuals? Mockflow?
I’m taking a refresher on Information Architecture by reading Information Architecture: For the Web and Beyond by Louis Rosenfeld, Peter Morville, and Jorge Arango.
Information Architecture is as important as planning and strategizing in general—it’s one of the first steps when designing for many kinds of information systems and digital products.
Yesterday, our team attended a lecture in Agile and Scrum.
I realized that some of its principles are familiar based on our practices as designers.
We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value:
That is, while there is value in the items on the right, we value the items on the left more.
RE:Creation is a design activity in which we reverse engineer and recreate the HTML & CSS components of a chosen web page.
RE:Creation is short for Reverse Engineering Creation. It involves both discovery (theoretical) and delivery (technical) processes.
RE:Creation’s objective is to promote the fundamentals in designing digital products such as websites and web apps.
These fundamentals revolve around design disciplines such as Information Architecture, Interaction Design, User Interface Design, Visual Design & Accessibility, and Frontend Design.
The requirements to participate in a RE:Creation are simple: first, basic knowledge of HTML & CSS and second, a computer with these software:
Using these software for RE:Creation does not require internet connection.
Alternatively, a web app called CodePen could be used online. It functions both as Text Editor and Web Browser for editing and displaying web documents, respectively.
The Stages of Frontend Design serves as an overview of the whole process.