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Production
Published in Wanda Grimsgaard, Design and Strategy, 2023
Wireframe is a sketch model that describes the structure of a website before the visual elements are designed, see Figure 5.1. The purpose is to be able to discuss, test and evaluate the structure and user interface without being distracted by graphical, visual elements. The wireframes show the overall layout of the websites and their framework as well as modules and components. Using wireframes, one can shape user-experience and visualise structure, navigation and content. This way, one can create a framework for what the final website will look like. ‘Often, we use the “mobile first” methodology that prioritises wireframes for mobile devices to ensure mobile device users have the best possible experience of architecture and content. We then sketch accordingly for larger screens so that we see the whole’ (A. Myhre 2017). A wireframe should show: The most important groups of content (what?)The information structure (where?)A description and visualisation of the user interface/interaction (how?)
Analysis
Published in Brian Williamson, PMI-PBA® Exam Practice Test and Study Guide, 2017
Wireframes are outlines, blueprints, or schematics that illustrate the general look and feel of a proposed solution. They are often very flexible and highly adaptable for use in various situations. Commonly used for newsletters and website design, wireframes show the flow of specific logic and business functions, depicting all user touchpoints.
User research and design creativity: three insights for future studies
Published in Behaviour & Information Technology, 2021
Jonas Frich, Michael Mose Biskjaer, Christian Remy, Lindsay MacDonald Vermulen, Peter Dalsgaard
These two cases present knowledge on the logical rationale and, to some degree, empirical evidence as to the generally presumed, but by some contested, intrinsic value of user research. Recently, however, Gray et al. presented work on the experience and practicalities of design practitioners, which is relevant to the current discussion (Gray 2016; Gray, Toombs, and Gross 2015). Both publications provide examples of problematic situations for conducting user research, e.g. being a designer in an engineering culture such as in this example, ‘[i]n his work, Martin focuses on “pure interaction design wireframes,” with no substantial user research’ (Gray, Toombs, and Gross 2015), or when design practitioners report on which methods they use, ‘[r]emarkably few explicit user research methods were shared’ (Gray 2016). Indeed, it would seem that large companies may have less inclination toward user research, which ‘likely reflects not only a lack of access to users, but also a company culture that does not value this kind of access’ (Gray 2016). While practical problems of conducting user research may not necessarily be a good argument against it, from an industry perspective, it nevertheless contributes to the overall decision of whether to include or exclude it.