Using Wikis to Document UI Specifications
As Agile gains momentum as a development approach of choice, documenting design becomes a challenge. Peter Gremett shows how using a wiki to capture your design is a great way to be adaptive as you build and deliver product to customers.
Gremett, Peter. Boxes and Arrows (2009). Articles>User Interface>Agile>Wikis
Control and Community: A Case Study of Enterprise Wiki Usage
Like many companies, CorVu has extensive knowledge of its own products and a desire to make that knowledge available to customers. A major block to achieving that desire has been a lack of people with the time to either record the internal knowledge or to fashion the knowledge into a customer-ready format. We needed to spread the load so that a broad range of developers, tech writers, professional service consultants and others could all contribute what time and knowledge they had to a shared goal. Our hope was that a process built around several Wiki sites would facilitate this collaborative approach.
Clarke, Matthew C. Boxes and Arrows (2009). Articles>Content Management>Wikis>Case Studies
Integrating Prototyping Into Your Design Process
Prototyping is a big deal right now. We get wrapped up in mailing list threads, new tools are released at an astonishing pace, books are being published, and articles show up on Boxes & Arrows. Clients are even asking for prototypes. But here’s the thing… prototyping is not a silver bullet. There is no one right way to do it. However, prototyping is a high silver content bullet. When aimed well, a prototype can answer design questions and communicate design ideas. In this article, I talk about the dimensions of prototype fidelity and how you can use them to choose the most effective prototyping method for the questions you need answered.
Beecher, Frederick. Boxes and Arrows (2009). Articles>Project Management>Prototyping
There’s often an unsettling discrepancy between the stakeholder approved wireframes and visual comps and the actual product in production. What you see in those environments is sometimes a far cry from those polished wireframes and those shiny, pixel-perfect visualizations that were filled with placeholder content (such as lorem ipsum text, dummy copy, and image blocks). What you’re seeing in production environments now holds the real content. The imagery doesn’t support the interactions, is meaningless, useless, or worse, contradictory to the design intent. The copy, headers, and labels are unclear, too long, too short, or simply irrelevant. What happened?
Detzi, Christopher. Boxes and Arrows (2009). Articles>Web Design>Project Management
Using Wikis to Document UI Specifications
The role of the interaction designer is to specify the interface’s behaviors and elements, so that engineers know what to build and how the product should operate. This documentation is commonly known as a UI specification or UI spec. There are several applications for authoring a UI spec, with wikis being a relatively new tool. However, designers should be aware of a wiki’s benefits and drawbacks for documentation, since UI specs uniquely reflect a project and its context. The documentation needs are often based on the size of the project, launch date, team dynamics, audience, technology, and the product development process. The development process usually plays a major role in how teams interact and how work is completed or delivered, thus, there is a direct relationship between the UI spec and the process the team is using.
Gremett, Peter. Boxes and Arrows (2009). Articles>User Experience>Interaction Design>Functional Specifications
User Interface Pattern Documentation Review
User interface (UI) patterns have the potential to make software development more efficient. The prospect of such efficiency gains has led to interest in user interface (UI) patterns by individuals and organizations looking for ways to increase quality while at the same time reducing the costs associated with software development.
Stapleton, Patrick. Boxes and Arrows (2009). Articles>User Interface>Documentation>Functional Specifications
When a screenwriter can summarize a story in one sentence, he has a compass that can guide him throughout the writing process. Cindy Chastain chronicles how we can translate this approach to help us remember the quality and value of the experience we intend to deliver.
Chastain, Cindy. Boxes and Arrows (2009). Articles>Web Design>User Experience>Collaboration
Integrating Prototyping Into Your Design Process
Prototyping is a big deal right now. We get wrapped up in mailing list threads, new tools are released at an astonishing pace, books are being published, and articles show up on Boxes & Arrows. Clients are even asking for prototypes. But here’s the thing… prototyping is not a silver bullet. There is no one right way to do it. However, prototyping is a high silver content bullet. When aimed well, a prototype can answer design questions and communicate design ideas. In this article, I talk about the dimensions of prototype fidelity and how you can use them to choose the most effective prototyping method for the questions you need answered.
Beecher, Frederick. Boxes and Arrows (2009). Articles>User Experience>Prototyping>Methods
A Web 2.0 Tour for the Enterprise
Thanks to the hype generated by Business Week, The New York Times, Fortune, and Newsweek (among others), Web 2.0 has captured the imagination of consumers and businesses alike. But knowing how to leverage Web 2.0 concepts to fuel collaboration and innovation among employees, partners, and customers is another story.
Singh, Shiv. Boxes and Arrows (2006). Articles>Web Design>Social Networking
Four Key Principles of Mobile User Experience Design 
As I transitioned from academia to industry, I discovered that while mobile UX was discussed, it wasn’t discussed from the same broad frame of reference that I was used to within the confines of a research-based institution. Although more recent mobile UX conversations I have found myself in have undoubtedly benefited from the ongoing smart phone revolution, overall I still find these conversations to be needlessly driven by tactical adoration and lacking a conscious consensus regarding the fundamental principles of the mobile-user experience.
Reese Brown, Dakota. Boxes and Arrows (2009). Articles>User Experience>Wireless Web
What Design Researchers Can Learn from Hostage Negotiators 
We’ve come to realize that the techniques used by hostage negotiators to resolve crises are also extremely valuable to user experience researchers. In essence, both parties are attempting to establish a relationship, both are trying to keep the communication flowing, and most importantly, both are trying to extract valuable data.
McClain, Brian and Demetrius Madrigal. Boxes and Arrows (2009). Articles>User Experience>Research
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