It's easy for us Interaction/Ux designers to forget how focused on the user we actually are. We know that the user should come first however when the person paying us just wants a website, it's hard to make them understand how important it is for the website to keep their customers happy too.
As Ux (User Experience) designers, we live in a world of sketches and wireframes. We understand technology, what it's capable of, how it works and when is the best time to use it. We have the ability to quickly sketch lo-fi screen designs and talk about how these screens would change based on user actions. We may choose to develop a prototype, we may not. Because of old-world development models, it was always a case of "Do as little HTML/CSS and actual design as possible until the site map and content is locked down. Otherwise we design a site whose content/sitemap will change and as a result, we'll have to re-do the design again and again." Hence, the rise of the wireframe. It was supposed to be the best way to show a client how their website will work without having to go through the iterative process of design. But after years of trying to make this work, what the Ux community (and us here at Surface Media) is finding is that a site wireframe may not be speaking the language of the client.
Sometimes, we're so focused on the end-user - our client's clients, that we forget that what we also need to do is communicate our interaction design solutions to the project team. We need to identify user groups within our own team and document our interaction design accordingly.
Communicating with business owners/project owners
Like we do with our client's clients, we should be asking: What is our client's background? Are they marketers? CEOs? Are they from IT, Architecture, Design disciplines? Once we establish this we need to decide how we communicate with them. A simple task-flow model might work well for those from a science/IT background, it's what they're used to seeing and can easily comprehend a user's decision process with boxes and arrows; but to a client with a marketing or design background, it looks like another boring flowchart and subsequent interest levels plummet to 0%. Conversely, a ux design comic used to communicate a user problem might get a laugh out of IT and be blown-off as just a silly story, but for someone in HR or a small business owner, it might just have them 100% thoroughly engaged and willing to participate in a user journey session to flesh the characters story and uncover hidden end-user needs.
Communicating with designers
Designers hate being told how to lay things out. It's what they are paid to do. If it's not their job to decide what colours, typography and visual heirarchy to use, the role of visual designer is degraded to a simple pixel-pusher. Not only is it a boring existence but it can hurt team morale. A high-fidelity digital wireframe/prototype then, with boxes laid out in a clickable interface ready for them to 'skin' is not the tool to communicate your interaction design with designers. We've been trialling a method in the studio where page functions are identified and priortised in a bullet list format. Give this to a designer and what you receive is something completely unexpected, but it still solves your problem and often, better than you could have articulated in a high-fidelity wireframe anyway.
Communicating with developers
Developers often don't have a designer's eye for how it looks. If it works, the job is done. Give a developer a series of photoshopped, high-fidelity designs and you won't get back the same thing without multiple meetings and frustrating iterations. However, arm a developer with a functional list; "User need to be able to do x" along with a set of photoshop files describing the user action, followed by the resulting system action (and some very low-fi prototypes for certain, more complex functions) and you're on your way to a 1st time functional product, and a happy developer.
It's pretty clear, after being exposed to the world of Ux design for so long now, that there's no one 'best approach' to communicating your interaction design to client and/or project team. However, by accepting this and working with it, it frees you up to take a more agile and less process-driven approach to your Ux documentation. Some clients like to read about website features as a 'functional list', others prefer to call them 'user stories' and respond better to them when they're related to a persona. For every client that understands a 'paper-protoype', there's another that can't understand why we're working on paper when we're building a digital artefact.
The lesson learned so far? There are no easy shortcuts to documenting interactions. Not only do clients and teams vary from project to project but so too do budgets and technology used. The trick is to stop trying to fit a square peg in to a round hole but to learn about the shape of the hole first, the background of the team, the language used by each client/organisation, and then wittle at your peg so it's a perfect fit everytime.
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