Explore Interface Possibilities (With Marshmallows)

by Marty Maxwell Lane

We live in an incredibly complex digital world. My new iPhone can do what?! I can collaborate online with how many people at once?! Despite this exciting features-based wonderland, many designers retain a rather dogmatic approach when designing for the screen. Why are web pages called “pages?” Why does the navigation have to be at the top of the screen? Why design as if the screen space is only two-dimensional when it might simulate depth?

Before alarming any user experience buffs, let it be stated that there is value in consistency; in providing the user a familiar visual language with consistent behaviors. However, there is a need to advocate pushing past the 2D, print references that exist in online spaces and really explore what these spaces have to offer in terms of design and experience.

Exploring vs. Prototyping
Rapid prototyping when designing for interaction on screen allows for quick user feedback. There is an abundance of great material available about prototyping, but this is not about that. Exploring is not about determining function; it is about speculating and thinking through making. When most designers are assigned a web project, they begin sketching — analog or digital — inside of little rectangles. Then perhaps a narrow bar appears to house the navigation. This approach often gets the job done, but maybe it’s time to try something new. Time to have a little fun. Time to try an iterative 3D sketching method unbeholden to existing screen-based conventions.

Old Tools, New Tricks
Much before the prototyping stages, there is an opportunity to reassess what an online space make look and feel like. One approach is to focus on an aspect of the larger design problem, ex: If the web space will provide research tools for teens, what might the photo search look like? Before getting too far ahead into thinking what something should look like, grab some low stakes materials and begin building. Marshmallows, toothpicks, string, boxes, vellum, anything lying around will work. It is important to brainstorm while making, reflect while making, and think while making. Don’t worry about the logistics of actually building a functionally finished artifact. (Programmers: I am pulling on bulletproof vest now). By sketching in 3D, you automatically free yourself of the limitations imposed by sketching with pen and paper. If you allow yourself the ability to build something with dimension, you will discover new ways of seeing online space.

The Beauty of Abstraction
Why keep everything so open, so abstract? By keeping your materials very simple and non-representational, you may project a variety of possibilities onto each 3D sketch. By holding, and interacting with, the sketches and running through various scenarios, you will discover new ways for the user to interact online. The abstraction allows you to talk about your loose ideas with others in a more tangible way. You avoid “air-comps” and give people something to react to.


Paper Prototype
What if images could be categorized similar to a library; fiction, non-fiction, biography, etc? What if each radial represents a different trusted source?
Paper Prototype
What might a credible search feel like? Is it stiff and still or light and airy?
Paper Prototype
What if you could look behind an image to see more information, while still seeing other comparative images? Does visual crispness imply something that blurriness does not?

Paper Prototype
Could online searching be like digging through a pile of images tied together with strings? Could you approach images from different angles to reveal additional information?


Quick Tips
• Turn off your computer
• Raid your kid’s craft box or the pantry
• Brainstorm WHILE making
• Question WHILE making
• Play with the ‘finished’ 3D sketch and reflect about the implied possibilities
• Talk about it with someone


Dig Deeper!
“What Sketches (and Prototypes) Are and Are Not”, Bill Buxton Principal Researcher at Microsoft Research

Sketching User Experiences: Getting the Design Right and The Right Design by Bill Buxton

Windows and Mirrors: Intearction Design, Digital Art and The Myth of Transparency by Jay David Bolter and Diane Gromala

Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces By Carolyn Snyder


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