The Good, the Bad, the Ugly

A little while ago, I posted my thoughts about wireframes and mentioned a number of applications that we use or have used in order to make this deliverable acceptable for client eyes.  I thought it would be a good time to go into a little more detail about each app, how we used them, and why we give it the thumbs up or stopped using them all together.

We have always wanted a light-weight app to rapidly create polished wireframes and present them, as an interactive prototype, to clients, right in the browser.  We felt that a app like this would help us close the feedback gap and also educate the client without lecturing them on the point of testing a user experience against defined objectives.   A lot of the apps and tools already on the market do just that but with some drawbacks.

At times we’ve felt like a wireframing app whore–going from one to the next, never really feeling satisfied.  The ones that we got most cozy with are Balsamiq, Omnigraffle and Invision. And, to a lesser extent, MyBalsamiq and Notable.  Each has their good points and bad.  In the end –or more appropriately–as of late, we’ve fallen in love with Invision and currently enjoying a wholesome yet open relationship.

It’s important to note that initially, we were really looking for one app to do it all; hi-fidelity wireframing and prototyping, client integration and feedback right in the browser.  Like in any good relationship, compromises need to be made.  We lessened our demands and netted out pretty well by leveraging the good points of Omnigraffle on top of Invision.

One of the major gripes about most of the wireframing apps was that you were at the mercy of its stencil library.  You had to use what their app provided.  Most of the time that was ok because who doesn’t love sketchy looking interface items and a comic sans default font?

Balsamiq

Balsamiq really did a great job early on by making a stencil library with UI elements that looked like paper/pen sketches.  The philosophy behind it was that something too neat and straight looks more rigid and less approachable from a client perspective–and we wanted something that looked warm and more human. Extensive keyboard shortcuts and a fairly easy to use object inspector made creating a single wireframe screen a breeze.  It was only when we had to generate multiple screens and create interactivity did we start to notice the shortcomings.

  • Massive file size when creating big projects with  many wireframes.
  • Lack of templating for repeating elements or navigation making editing and creating interactivity a pain.
  • Presentation Mode only available on local machine, where balsamiq is installed.  This works fine if all your client presentations are done at your office, but most of the time, that doesn’t happen.
  • Exporting to an Interactive PDF requires all .bmml files to be in the right order otherwise the ‘page’ view in the resulting PDF creates an awfully disordered  linear navigation.
  • Interactive PDF export doesn’t highlight the hotspots where the PDF is clickable, which can cause frustration for us and for clients.
  • Forced to use app specific stencil library.

Notable

Notable, from Zurb, looked really great. One of the things that we liked most about it was the notion of getting feedback from the client, right on the browsers, in the exact spot where the client had issues. In that sense, Notable was brilliant–get the feedback and iterate quickly to speed up the approval process.   In the end, we found it to be less of a wireframing app and we were just re-purposing it for our needs.  Even so, when we did have a single screen available for client feedback, the frustrations mounted.

  • Comments disappearing for no reason
  • Clients frustrated by the notion of creating yet, another online account during their relationship with us (we already use Basecamp and Freshbooks)
  • Confusing interface with no way to mark comments complete
  • Lots of up-sells to white label the notable app for a branded client experience
  • Really costly ($49/mo for a reasonable plan for most studios)

Even though the team at Zurb was helpful, the app wasn’t exactly what we needed and the costs were really high.

Omnigraffle

Despite the, at times, baffling user experience,  omnigraffle is nothing short of amazing. Site maps, wireframes, mind maps – it can handle it all. With an incredibly rabid and evangelical community,  there’s no shortage of stencils or resources to extend the capabilities. With the help of the Konigi template, we were already delivering great looking Omnigraffle sitemaps, personas, mental models etc–so using Omnigraffle for client facing wireframes was a no brainer. The downfalls were easy to spot when it came time to present those wireframes.

Omnigraffle isn’t a cloud app so you need it compiled on all machines that wish to view the .graffle file type. Not ideal.  Sending an export of JPGs or PDFs of wireframes was a no go and Omnigraffle didn’t offer any interactivity–at least none that I could see.   Even though it solved part the puzzle–rapidly creating wireframes–we shelved it for a while. It came off the shelf when we found that gathering client feedback through the browser quickly and easily, was solved with Invision.

There are also some really unintuitive object inspector, formatting pallets, and keystrokes that you just have to get used to before they become part of your wireframing lexicon.  i.e. it took me a while to figure out how to get the hang of master objects, vs. master layer items vs. paste as PDF–which is to say nothing of trying to figure out how to increase the size of a canvas.  Eventually, it all makes a lot of sense but not without a fair share of head-shakes.

Invision

The Invision philosophy is simple. Do what you do best, however you do it and we’ll hold up our end of the bargain by providing you and your clients a simple way to create interactive prototypes and get feedback.   Unlike most wireframing or prototyping apps, Invision doesn’t force you to use any particular library.  If you love using illustrator for wireframes – keep on keepin’ on. If you dig on Omnigraffle, Vizio, Photoshop or Paint–awesome, Invision won’t hold you back.

Invision lets you decide on hi-fidelity mockups or low-fidelity wireframes, generated from whatever platform you want–heck you could even do pencil and paper sketchs, scan and dump em into a project.  The point is, you’re not limited to any one stencil library. Invision really becomes the apparatus for presenting prepared screens to clients or internal teams, with a unified user experience that bakes in the feedback loop.

The team has also been incredibly responsive–we’ve had skype calls with them and exchanged tweets, too. They are actively engaged with their user base through Olark and always seem to be improving the experience based on our feedback.

Feeling like we play a vital role in the success or adoption of an app, no matter how little an impact our suggestions may actually have is what made us love Freshbooks so much, back in ’07.

What’s more is that Invision just worked. Clients don’t have to create an account, just a simple link to the prototype build and off they go.  Once clicked, a lovely interstitial page that tells them their experience is loading–which is a really great way of putting clients, unfamiliar with wireframes,  into the right frame of mind.  Soon, they are able to click about and focus on the user experience, which is really the whole point.  And, the best part is that navigating the learning curve is so quick, the feedback starts rolling in before we even have a chance to let clients know how to engage ‘comment mode.’

Creating interaction between screens is where most apps start to breakdown in some way or form.  Invision does have some issues to sort out but it nails a few key elements.  File upload is a simple drag-and-drop.  Interactive availability isn’t dependant on which UI element you use, like in Balsamiq. Rather, when you enter build mode you can plot a hotspot anywhere on your file and choose a navigation path–either to another screen or previous screen.

Finally, templates will make your life really easy.   I’m sure a ton of UX people out there can sympathize with me or have cried in the corner at the thought of relinking global nav elements on a large balsamiq project.  Templates can be applied anywhere and you can have as many as you want.

Invision also has some other great aspects

  • You can replace an existing file with another of the same name without overwriting the interactive hotspots.
  • Mark comments or feedback as complete
  • Create a password protected prototype staging area
  • Filter through all uploaded screens for a given project to make replacing or finding a file that much quicker – handy when you’ve got a project with 72 wireframe screens!

There are also some drawbacks – though not many.

  • Template objects must stay in the same coordinates. Annoying when you’re footer is lower down on the screen because a particular page has more content.
  • Not being able to duplicate a hotspot (like alt+drag in most design applications)
  • View all comment conversations for a given screen in context of that screen
  • Better version control for replaced files.
  • Better way of marking a project status

If you’re anything like us, you’re always looking for ways to improve your process and be respectful of your client’s time and inclination.  If you’ve struggled with a great way to present wireframes and get feedback, take a peek at Invision app–it’s like the friend, your friend wanted you to meet because you’d get on like a house on fire.

If you’ve got some ideas as how you’ve handled this part of the agency workflow, I’d love to hear ‘em.

 

 

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[CLOSED] We’re Hiring Designers

Filament Creative is hiring designers.  We have openings for talented, intermediate designers that not only love designing but the entire design process. We’re talking about people that can take client objectives and strategic goals and research and execute a carefully considered idea into a beautiful experience.

Qualifications

  • A great portfolio
  • A related degree or diploma from a university or college

What We‘re Looking For

  • A great eye for visual design (layout, color and typography) and the ability to create compelling visual design elements.
  • Great Common Sense
  • Understanding of Usability, User Centered Design, and UI best practices
  • Ridiculous attention to detail
  • Excellent understanding of composition, color, imagery, typography
  • Ability to explain and defend your design decisions
  • Good attitude and strong desire to learn from and share with the design team
  • Ability to work in a fast-paced (not chaotic) environment
  • The ability to communicate clearly. With words. Typed with fingers. Which is not to say that we don’t value exceptional oral communication as well.

Need To Have’s

  • Experience presenting your work to others, including clients
  • 2+ years experience in digital
  • Strong working experience with Adobe Photoshop, Illustrator
  • Experience creating and working with other creative individuals including but not limited to copywriters, designers, developers
  • Excellent understanding of user experience and how it relates to a client’s overall objective
  • Ability to self-manage projects and work within deadlines
  • An enthusiastic, eager and honest disposition with a killer work ethic. (We saved the most important for last).

Nice To Have‘s

  • Good Knowledge of HTML/CSS a plus.
  • Preference of an editor other than adobe dreamweaver also a plus
  • Some wireframe development experience
  • Good drawing/sketching skills are a plus
  • Omnigraffle experience would be nice
  • Respect for good coffee – if you take it black, that would be great.
  • Love for music – do you have a last.fm profile?
  • Dry wit

 

How to Apply

If you’re talented, smart, hard-working and dedicated–send us a resume and portfolio of your work to jobs@filamentlab.com.

  • Include a link to your digital portfolio (this is key!).
  • Have references available upon request.

Suitable candidates will be contacted promptly. No phone calls thanks.

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Blog.Feature.Rules

Understanding, Communication and The Rules of Web Design.

I had an interesting discussion with a friend the other day about understanding. We talked about technology, processes, limitations, the jobs of others and about how our level of understanding can either help or hinder our overall objectives. He was struggling with bringing his wonderful, big-picture ideas to life because he didn’t understand what was possible, what wasn’t and where he could push the limitations of his team and of the medium – in this case, the internet. He has an impressive background in marketing and content production, but he didn’t speak the language of the web and it was stifling him.

The discussion got me thinking a lot about rules. As web designers, we labour endlessly and continuously make choices about layout, colour, typography, texture and everything else that goes into a design; our creative design. When working with a blank canvas, a design can take any shape, any form and draw from any number of influences including our own passions and desires. In most cases, the beautiful and wonderful results of this free and liberating exercise are celebrated, interpreted, discussed and consumed. The role of a web designer, however, comes with many constraints; a broad but defined set of rules to create within. Constraints do not diminish creativity–many would argue that constraint offers an unparalleled opportunity for growth and innovation.  Because of all the constraints, we’re forced to make better decisions.  However, without a solid understanding of what those constraints or rules are, success is hard to come by.

Every day we’re forced to evaluate and make sound judgements based on browser capabilities, accessibility, web-fonts, screen-size, analytics and best-practices. With each project, we garner a greater understanding of what is and isn’t possible in this ever-changing landscape, and push the envelope that much more. Successful ideas and concepts don’t only emerge from a solid understanding of the constraints. I need to understand my client, their audience, the capabilities of my team and the scope of what can and can’t be accomplished in development in a direct relationship with the allotted budget. We’ve said this before, but designing for the web is so much more than making things look pretty.

Web work involves team work (Attention: free t-shirt idea). Although parts of a project can be done independently, depending on the size of your team, we don’t work in a silo and we don’t make decisions based solely on our own experience, goals or personal preferences. The work that I do inevitably effects how efficiently and effectively my team members can do their jobs, which in turn effects the outcome of the entire project.

Content strategy, content management, business objectives, proposed measures of success and desired user experience all play an important role in how we design for web. Being a good designer is a great start, but knowledge, as in most cases, is power. Knowing what works in HTML and CSS, understanding load time, responsiveness and how to properly prepare a photoshop document for front-end development are skills that allow us to be better designers, and even more importantly, better team members.

It’s been said that an actor can’t truly act without learning his or her lines and I think that applies here. We can’t push the limits of a medium if we don’t know what they are. At the end of the day, much of what we do revolves around content–understanding what message is trying to be communicated and choosing the best content to engage an audience. Just as a guitarist learns chords in standard tuning before venturing into open tunings and effects, it’s our duty to beceome grounded in the basic principals of web design, then innovate. Whether your medium involves die-lines or div tags, it’s understanding that adds value.

The web is always changing, which means the rule book is too. It’s an exciting time for us and as our medium evolves, we’re presented with more opportunities to do some pretty amazing things. Learning, growing, failing and improving are all part of this ongoing process. Regardless of the changes, however, one thing seems to always stay the same–we need to learn the rules first. Only then can we effectively communicate with our audiences. Only then can we be great web designers.

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Giving the gift of charity (and delicious coffee).

 

Ahh, the Holidays. A time to reflect and share with friends & family; a season of over-stuffing, over-stressing and inevitable awkward family moments. We love the holidays and every year we try and send something out to our clients that infuses a little bit of charity amidst all of the seasonal madness.

Each day, we’re given the freedom and opportunity to think, create, build and most importantly, play. We get to do all of this alongside our wonderful friends and clients and as a way of saying thank you this year, we put together a two-part gift that we hope will help create opportunities for those who need them the most.

Part one – Coffee. Everyone drinks it, but not everyone knows that the majority of our coffee is grown, harvested and imported under poor working conditions with unfair wages. Now, the same can certainly be said about a number of things we use daily, but here in the office, a day just isn’t a day without a good morning cup. As a way of making sure farmers get a fair deal for the work they do and that our clients can start the day with some caffeinated inspiration, we sourced some delicious organic, fair trade coffee from our good friends at White Squirrel. We even designed a custom stamp to use on our own special blend.

The second part to this years gift was a donation to an organization that celebrates youth and facilitates their ability to do something that so many children can’t do – just be kids. Right To Play’s mission is to improve the lives of children in some of the most impoverished areas of the world by using the power of sport and play for development, health and peace.  What better way to show our appreciation for our ability to explore, learn and grow than by helping children do the same.

On a more design-related note, we wanted the final package to have that old-time parcel feeling. Craft paper, jute twine and a custom tag fit the bill as did our one-sided card complete with pearlized foil printed by the awesome people at CJ Graphics.  We wanted the simplicity and honesty of the gift to be reflected in the packaging and we’re all really happy with the way things turned out.

It’s been a great year. Thanks again to all of our wonderful clients. We truly couldn’t have done it without you.

Happy Holidays and all the best for 2012.

 

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CLOSED–-Intern Position Available

We have an intern position opening up in January.  Are you available?

What We’re Looking For:

We typically look for students that are in their last year of a university or college level program in web design or graphic design.  You will have a portfolio, as limited as it may or may not be, and it will be online for us to take a peek at (no, not a link to your twitter profile embedded in a single html page). You will be a nerd. We’re not judging – honestly, we’re not.  If you’re utterly content to be designing and building things online, we’d like to hear from you.

What You’ll Do:

As our intern, you’ll be working on pretty much everything. Too vague? We expect that you’ll be an integral part of our process from beginning to end. You’ll be participating in IA sessions, wireframes, Content Strategy and ultimately become a resource we can count on. You’ll be working on a number of deliverables, which could include websites, application design, identity systems, email campaign templates, integrated marketing campaigns, social media management. You WILL be exposed to working with clients and working on multiple projects. You should also tell us if our job description should be more of a bulleted list rather than paragraphs ;)

Required Skills

  • 1-2 years designing for the web (mobile web experience a plus)
  • Great Common Sense
  • Understanding of Usability, User Centered Design, and UI best practices
  • Understand of or will look up the terms Workflows, Wireframes and Information Architecture.
  • Ability to work in a fast-paced (not chaotic) environment
  • A great eye for visual design (layout, color and typography) and the ability to create compelling visual design elements.
  • Strong knowledge of Adobe Photoshop and Illustrator
  • Good attitude and strong desire to learn from and share with the design team
  • The ability to communicate clearly. With words. Typed with fingers. Which is not to say that we don’t value exceptional oral communication as well.
  • Has an enthusiastic, eager and honest disposition with a killer work ethic. (We saved the most important for last).

Additional Skills

  • Good Knowledge of HTML/CSS a plus.
  • Preference of an editor other than adobe dreamweaver also a plus
  • Some wireframe development experience
  • Proactive and results driven
  • Good drawing/sketching skills are a plus
  • Omnigraffle experience would be nice

Nice-to-Have

  • Respect for good coffee – if you take it black, that would be great.
  • Love for music – do you have a last.fm profile?
  • Dry wit.

Find out how to apply

 

 

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We Chose to Sponsor InterlinkWorkshops

Having attended Interlink Conference in June of 2011 and found it, by all accounts, a fantastically well-run event, we chose to sponsor Shawn Johnston and his new Interlink Workshops. As an attendee, I think I got more than I gave for the price of admission–and that’s the mark of a great conference. In fact, the same can be said about Build and Andy McMillan.

In an effort to start returning the favour and building relationships with the people and organizations that inspire us so much, we’ve decided to get involved and we couldn’t be happier. The fact that we’re going to be sponsoring Simon Collison’s workshop is just icing on the cake.

If you haven’t had the chance to attend a carefully curated and limited-attendance conference, like Build or Interlink, I would recommend that you give them a shot rather than blowing your entire conference budget on something like SXSW. As a web designer or developer, you’ll feel a greater sense of community and an even greater sense of responsibility at smaller events than you would otherwise.

Now, the next thing you should do is go convince your boss that you deserve to be at one of these workshops or conferences. Tell him its in his/her best interest because, in all honesty, it really is.

Congrats Shawn – We hope the workshops are as successful as the conference. We know they will be.

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Why, Why, Wireframes.

The debate rages on about how wireframes fit into a studio’s overall process.  I suspect that wireframes or sketches, to some degree, have always been a personal choice for a designer.  Some designers may find it easier to get into photoshop right away and start working away at a blank canvas until something takes shape. Others prefer to approach their work a little more methodically and sketch out high level ideas and then work within photoshop to efficiently produce a fleshed out concept.  The latter, being the digital designer’s version of ‘measure twice, cut once’. Even so, not everyone needs to be methodical to produce excellent work–I’m certainly envious of those that don’t need to think through ideas with pen and paper because, quite frankly, I’m too insecure to not bounce ideas off other people before diving headlong into a concept.

But creating a uniform, one-size-fits-all process isn’t really the point, is it?  We all have different ways of working and getting things done.  Whether you work within a team environment or as a solo freelancer the issue isn’t how we work rather, the issue, as always, is how can we work more effectively.

We’ve taken a good long look at our process and how it, and our business, has evolved over the past 10 years.  Like most, when we were first starting out, we didn’t we know what we didn’t know. Nor, did we have a clue how to manage a workflow.  We just got the work done all willy-nilly and, eventually, as our clients got larger, our budgets and timelines grew too. All of a sudden we found ourselves with multiple projects at various stages of completion.  We just got to a point that we knew a responsible method for delivering client work was necessary.  That or, we’d soon be uttering words that can be so hard to say.

We introduced various stages to our workflow and all were very well received – Things which, now, seem like a no-brainer. Concept reviews, production reviews etc. All things that that made the creative process less and less nebulous.  They also provided an opportunity to include our clients early on and it really helped us get on the right track quickly. We took this same approach with wireframes. Not only were they a great tool to get the client to see how relationships between types of content created a hierarchy but, it also helped by removing a lot of decision forks that previously slowed down the design stage–making life for designers infinitely easier.

About 4 years ago we made wireframes a mandatory part of all web and app design and, internally, it was a great success. At first, we used pen and paper sketches and then quickly moved to Balsamiq as it offered us a way to present wireframes and quick site prototypes to clients.  And this is where we started running into friction.

Because we presented the wireframes as a deliverable that required client sign-off , it created a sense, rightly or wrongly, that  it should look polished.  No matter how much we tried to explain to clients that what they were seeing was a prototype and wasn’t what their site will eventually look like they couldn’t get their heads around it. For us, it was a quick way to determine if we’ve captured all the technical requirements, user goals and content interactions for each page.  For them, it was the first glimpse of their website that they are paying good money for.

After asking some trusted clients how they felt about our process and about wireframes in particular, they all said that everything was fantastic but when they saw the wireframes of their website, their hearts sank.  This lead us to the conclusion that wireframes shouldn’t be a client deliverable.  At least not for us. But, I just can’t escape how powerful and helpful they are.

The truth is, wireframes, when a client gets it, can be a god-send.  Not only do they involve the client early but also gives them a sense that the website or application is approached from a logical and methodical perspective rather than a nebulous ‘creative process’ – which for most clients, gives them the warm and fuzzies.   Just as important as the client warm and fuzzies, our team gained a greater sense of what each of us needed to do in order to bring a project to completion.  So, we decided to pull an about-face and keep wireframes in as a client deliverable but, client education was going to be key.  We were going to really have to explain the ‘why’ behind using them. We did this by showing clients past examples of wireframe prototypes and finished projects side by side.

Ultimately, we’re glad we’ve stuck with it because the ‘wireframe’ has become the quintessential planning tool. What good is creating interesting layouts and beautiful concepts if you can’t do so without the proper content? It’s like asking a builder to construct a house with out a set of plans from the architect. If the content doesn’t exist, neither does the design. Let me say that again – if the content doesn’t exist, neither does the design.  Getting the proper content at the wireframing stage or prior is the best way to get through design and development, with minimal scope creep and headaches. In the end,  clients can see how their content actually works and if it is in line with the overall objectives of the site–providing we’ve done our job and they understand the purpose of wireframes in the first place.

After some time, clients have really come around to the idea and purpose behind wireframes.  It also helps that, from a presentation perspective , there are now so many options to get wireframe sketches or interactive prototypes in the hands of clients and solicit feedback. We’ve recently run the gambit of these tools (which deserves its own post)–some of our favourites being myBalsamiq, Notable App and Invision.  We’ve landed on the amazing Invision because it’s so flexible and feature rich.

We’ve had success and failure with wireframes. We’ve won our clients’ hearts and lost substantial pitches because of them.  While I wouldn’t say we live and die by them, but if done right  they can be compelling, a huge time-saver, and a great way to get early client buy-in.  We’re still evolving our process and getting it perfect is a nice thought but its more of an endless pursuit than anything else and that, at the very least, is something that experience teaches.

 

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The cobbler’s kids finally have shoes.

“The cobbler’s kids always goes shoeless” is a saying that we’ve grown accustomed to repeating whenever someone asks us about when we’ll be updating our website.  It seems we’re not alone. We hear it all the time – shops that have been working so hard on their client work that they’ve put off building or updating their own sites.  Some argue that time spent on their own site is time away from paying client work, and that argument has merit, but regardless of our opinions or intentions, we tend to let this arguably large marketing tool drop to the bottom of the priority list.

Since we opened our doors in 2001, we’ve been fortunate enough to work with some pretty awesome people. They, in turn, have recommended us to more awesome people and that, along with some elbow grease and good old-fashioned hard work, has led us to where we are today. In an effort to meet and work with even more awesome people, we felt it was time to tear ourselves away and update the “temporary-slash-unintentionally-permanent” site we launched 4 years ago.

So here it is. The new Filament site. We’re proud of the work we’ve done and can’t wait to show you what we’re working on now. Thanks to everyone who’s helped us get this far and thanks to everyone who we’re bound to meet as we move forward.

-Team Filament.

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