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10 Responses to 'Ventolin Mp3'
I usually have my brother do the the design…. I worry about the programming
On a serious note, I really like using wireframe layouts of the interface to work through how the interface will come together. Then I can actually work through the steps in using the application to decide which classes I need to build, methods, and the interactivity of those classes. If I have time, I will even sometimes work out a UML diagram of those classes.
Daniel Dura
11 Jun 03 at 5:56 pm
My process differs from project to project. Usually, when working on layouts or visual elements I always like to sketch things out on paper first, even when trying to nail down interactive elements or motion.
I also like wire frames, especially when needing to present something to clients or stakeholders. It’s dangerous to reveal to much visually too soon.
If you’ve not seen it Doug Bowman (Wired Redesign) has a good post about his process.
http://www.stopdesign.com/log/default.asp?date=20030602
Keith
11 Jun 03 at 6:54 pm
I start by sort of “brainstorming” ideas on paper, writing down as many related possibilities as i can.
After that, I try to organize things into “features” that will eventually lead to a wireframe, which will encompass all functional requirements.
After that, the visual design seals the deal.
Submunition
11 Jun 03 at 7:00 pm
I’ll work out functional workflows on paper first, identifying the accomplishments and building comparative personas (if necessary). Then we set out organizing the accomplishments into functional groups (outline style). After that I’ll set the major workflows into breadcrumb style flows. Once the functional workflows match the goals of the user - I’ll expand it into a simple flow diagram. I assemble screen concept prototypes (facades) in Fireworks frames. It all works out pretty well, as the users get a good look at what the final product could look like after working with the team to work out the goals, accomplishments and workflows.
It’s funny, sometimes we identify sensible alternatives to many functions that the users typically ask for in the application.
Steve F
11 Jun 03 at 8:55 pm
I like to sketch what my code will look like, then sketch out a design. The way I see it is that if I design something first, and then code around that, I may be limiting my code strictly to the design.
Abel
11 Jun 03 at 9:37 pm
I too use functional wireframes for the UI features. I break things into functional controls. (Usually turns out to be a set of components)
But thats just UI, its a whole other world when manipulating and fetching data etc..and how that all hooks together. Way to late to into that
Greg Burch
12 Jun 03 at 12:21 am
For Flash projects, I like to sketch on paper with a Sharpie, then create a storyboard in Photoshop. After that’s done I code little experiments to verify key ideas are possible. When I know everything I need to know, I create a UML diagram and code the main classes, adjusting the original ideas based on my experiments (including the storyboards). Keeping the UML up to date (gModeler) is a chore but it allows me to refactor with a better understanding of the “big picture”.
I’ve never tried functional wireframes in Flash, but I think a prototyping component that uses the XML tree component to list discussions on each screen would be a great benefit, and could be used with a functional wireframe. Letting the stakeholders discuss the design with you on the page really decreases the tension in a project. Wireframes work great for me in Fusebox, where a linear sort of design process is applied and followed more rigorously, but I find that Flash tempts me to code, which is a no-no in the early stages of planning.
Mike Britton
12 Jun 03 at 9:14 am
I always design from the bottom up, which means I try to capture and model entities (objects, nouns, things) first. In other words, if I am designing a blog application, the first question I am going to ask myself what a blog is.
A blog is a way to quickly and easily publish small amounts of information, and typically allow readers to contribute feedback.
What are the properties of a blog? In other words, what does a blog have? A blog has:
- Entries
- Authors
- Readers
- Categories
- Links
What do Entries have? Entries have:
- Title
- Date
- Text
- Comments
What do Comments have? Comments have:
- Authors
- Text
- Date
This is a process of “normalizing” your data structures. Once I have perused all the different paths, and I believe I understand all these entities’ relationships to each other, I model the relationships in a database. For instance, I would create a Blog table with a reference to a Entry table with a reference to a Comments table, etc.
The next step is to write code to do something with these entities. For instance, I know I will need to be able to create a blog, delete a blog, add entries to a blog, add comments to an entry, etc. This is basically where I get all the SQL out of the way.
It isn’t until I have gotten that far that I begin to worry about what the application is going to look like and really start considering how it will function. If you have your entities well captured and you understand what it is you are modeling and how all the relationships work, you can build as simply or as complex of an interface as you want without having to re-factor lower level code.
This is getting a bit long, so I’ll leave it at that. Good question, though.
Christian Cantrell
13 Jun 03 at 12:58 pm
Wow Christian! I never really looked at it in that way. I see what you’re talking about though.
Abel
13 Jun 03 at 1:17 pm
I don’t have any disagreement.
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10 Feb 04 at 5:37 am
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