Shades of Grey: Wireframes as Thinking Device

A picture is worth a thousand words. An interface is worth a thousand pictures.
Ben Shneiderman, 2003
My good friend Russ Unger recently published a book for Peachpit entitled A Project Guide to UX Design, and he asked me to contribute some designs for his chapter on wireframing, which I was pleased to do. He provided me with some background information and requirements for the redesign of a fictitious cruise line operator homepage, and asked that I design some annotated wireframes that he could use as examples in his book.
After I had completed this little exercise, he asked me to write a brief explanation of my process. This is the unabridged write-up I sent over to him explaining my use of wireframes as a "thinking device" in the design process. No doubt it will be edited to fit the constraints of the book, but he was kind enough to let me post the original here.
Shades of Gray: Wireframes as Thinking Device
For me, wireframes act as a form of 'thinking device' for the setting and exploration of a given problem space—in this example, a homepage for a cruise line operator. To understand the utility of wireframes it is important to understand the nature of designing. I think of "D"esign as an exploration of the conceivable futures. I use my sketches and wireframes as means to make explorative moves and assess the consequences of those moves. As I explore the problem space, I could relatively easily keep the design models in my head, but I would fail in my primary objective to create a framework for a conversation among the stakeholders, the intended audience, and me.
I think it is quite common for user experience folks to view design as problem solving. For me, designing through the use of wireframes is a search in a problem space of alternatives; it's a process of problem setting as much as it is a process of problem solving, which means that I always start with the context. To simplify, I pick my primary audience and the one activity that allows them to solve one goal quickly, effortlessly, and elegantly.
In this case, the primary audience wants to easily find the best cruise at the right time and for the right price. I don't even look at the requirements document or competitive analysis until after I have sketched a couple of ideas (either on paper or using OmniGraffle) that explore the primary goal. I'm not looking for solutions at this point because the first round of wireframes provide a space to engage in a conversation with other designers, stakeholders, and the wireframes themselves.
My design process could best be described as going from a phase of divergence, through a phase of transformation, to a phase of convergence. Throughout every phase, wireframes are presented to stakeholders for critique and conversation.
During the divergent phase, the constraints and possibilities of the design situation are explored. I try to find facts in the design situation that are stable and hold on to them throughout the process. Large parts of this phase consist of gathering information and trying to understand and formulate the design problem and often times are informed by early conceptual models I have sketched. By generating a number of wireframes, I can explore alternatives. All the impossible and conceivable ideas are presented, tested, and in many cases, tossed away.
My initial visions are formed during this phase. In the cruise line exercise I focused on the 'centrality of search' as a driving goal in the design. I already knew that I wanted to design the best cruise line search interface possible, and I wanted that activity to be brought front and center in the design. I sketched the concept of providing immediate suggested cruises even before the user had committed to seeing a complete search results screen. From the homepage, the user would be pulled into a conversation and engaged with the process of finding a great cruise. The concept behind this was first proposed by Peter Hong some years back at Blast Radius while collaborating on a new search interface between their team and ours at Kayak on the PinPoint Travel interface. It was built but then killed, but I think the idea is worth keeping alive.
In the transformation phase, I decrease the number of alternatives, and the scope of my designs narrows as the wireframes speak back to me. I begin to toss out really bad ideas that I might have fancied in the beginning. It's usually at this point that I go back and read the requirements document and try to understand the complete ecosystem of stakeholder and business needs, and address those in the context of my primary design goal: an elegant solution to the primary epistemic activity of my core audience.
It's also at this point that I begin to address other competing needs. In the case of the cruise line operator, I sketched out the header, footer, and static content and blocked out areas in the design for content modules such as calls-to-action and promotions. I share the output from this stage with the key stakeholders, but also bring in the visual designer, development lead, and quality assurance engineer so they can contribute to the process and provide more ideas while pointing out pitfalls and constraints.
Finally, as the designer, I have to make the decision to implement the design in a specification. During the 'convergence' stage, I create two or three candidates for final consideration. I use annotations to empower the wireframe to plead its case to stakeholders and targeted testers.
Here are two somewhat polished wireframes that survived the process. These are by no means perfect, but they do satisfice for the purposes of the exercise and to illustrate what my wireframes look like.
In conclusion, while wireframes are a common enough deliverable used by user experience professionals to communicate design, it's important to understand them as much as a design process as the final deliverable, each with specific goals. The process can best be broken down intro three phases: divergence, transformation, and convergence. By reframing wireframing as a process as instead of an artifact, I believe designers will find they have the opportunity to more successfully create great user experiences.










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Great post, I absolutely agree with the need to use wireframes as a thinking device first. Many times I have a developer or super technical person explaining how an interface might work with back-end infrastructures. Sometimes I get it but I almost always am forced to wireframe out the concepts to clearly describe what they are speaking of, not just for my self but to re-present to stakeholders and clear up any assumptions on the design that may not be obvious.
Thom,
That's an important point you raise. The sketching, wireframing processes happen after a number of discovery activities that happen after project kickoff. Depending on the scope of discovery, those activities usually include, but not limited to: stakeholder interviews; facilitated conversation combined with a prioritization card sort; design studio which allows key stakeholders to brainstorm and sketch concepts in a controlled environment allows great ideas to surface while diffusing internal politics and allowing tacit knowledge and stakeholder needs become known; analytics and analysis to understand current problems with existing solution; contextual inquiry to observe users actually engaged with the product/solution or service. What this really means is that there are many activities to suss out the problem space without the sometimes inherent biases of reviewing a requirements document oft times written by only one stakeholder and which no other stakeholders have taken the time to actually review.
For a great presentation that reviews some aspects of the project kickoff and discovery process, check out Kevin Hoffman's "I hate sports, but I love kickoffs," which he presented at this year's IA Summit in PHX.
Cheers,
Will
Chris,
Thanks for your great question, because it really drives to the heart of the matter. Reframing wireframes as a process instead of as an artifact or deliverable is *great* for fleshing out ideas and exploring the problem space, but at the end of the day, we are responsible for actually executing that visual as a viable product. I can only speak to my experience and the way I work in the context of a team partnering with clients.
Quite simply, for me it is not a matter of holding stakeholder interviews, contextual or ethnographic-based research and user testing, gather requirements, and then disappearing into a vaccuum only to return some weeks or months later with a polished set of wireframes as if they sprung directly from Zeus' head much like Athena. The very first draft of the wireframes are presented and reviewed internally, sometime collaboratively designed, with internal stakeholders including visual design and front-end development. After a thorough presentation, critique and iteration, they are presented to the client team. The client team is walked through both the wireframes as well as key task flows or wireflows where they are give the opportunity to critique and challenge. I then go back and do another round of iterations, and this proceeds generatively, whereby wireframe>present>critique>iterate happens weekly for some number of weeks.
in the most recent case for a large Heathcare IT company, over the course of 12 weeks from conceptual models through final ux deliverable sign-off. Both internal and external teams have had significant and constant input into the design, while I guide the process to ensure that for instance client politics, inevitable, is not allowed to influence the design (and personas and research provide the hammer that squashes politics & power-driven design on the client side).
But, to respond to your more salient question - "Do they translate the wireframes faithfully into the final product?" to which I have to unfortunately give 2 answers (as in, it depends). In the case I just mentioned, our team owned the research, ux, ia, ixd, visual design and front end development and handed over finished templates that faithfully executed the designs. Most of the times, if not all of the time, there is never perfect execution because of design constraints, time constraints, and resource constraints - things need to be prioritized and even if the completed templates are near perfect fidelity to the vision, things must get cut, and that's just the reality of product or service design.
This is why having a well articulated and agreed upon roadmap is important - so that those things that aren't implemented can be scheduled and planned for future releases.
Does this make sense? To actually see my sketching>wireframing>visual design complete process (almost complete - well, not complete at all), in action, I suggest the video I made for the Right Way to Wireframe workshop presented at Interaction10 conference: http://www.youtube.com/watch?v=QSxF-pISj1w
Thanks for the great question.
- @semanticwill