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	<title>Wireframes Magazine &#187; Inspirations</title>
	<atom:link href="http://wireframes.linowski.ca/category/inspirations/feed/" rel="self" type="application/rss+xml" />
	<link>http://wireframes.linowski.ca</link>
	<description>Because every IA has something funky up their sleeve</description>
	<lastBuildDate>Mon, 30 Apr 2012 12:54:51 +0000</lastBuildDate>
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		<title>Multi-Device Layout Patterns</title>
		<link>http://wireframes.linowski.ca/2012/04/multi-device-layout-patterns/</link>
		<comments>http://wireframes.linowski.ca/2012/04/multi-device-layout-patterns/#comments</comments>
		<pubDate>Mon, 30 Apr 2012 12:54:51 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[responsive]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3451</guid>
		<description><![CDATA[Multi-Device Layout Patterns is a short compilation of a few common layout patterns by Luke Wroblowski after he has gone through the Media Queries site. The article contains 5 high level layout considerations that could work for when dealing with responsive wireframes. A great inspirational read for those who like to respect flexible screen widths. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb223.jpg" alt="Multi-Device Layout Patterns" /><br />
<a href="http://www.lukew.com/ff/entry.asp?1514">Multi-Device Layout Patterns</a> is a short compilation of a few common layout patterns by Luke Wroblowski after he has gone through the <a href="http://mediaqueri.es/">Media Queries</a> site. The article contains 5 high level layout considerations that could work for when dealing with <a href="http://wireframes.linowski.ca/2011/09/responsive-layout-wireframe/">responsive wireframes</a>. A great inspirational read for those who like to respect flexible screen widths. </p>
<p><em>Credits: <a href="http://www.lukew.com">Luke Wroblewski</a></em> </p>
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		<title>Interface Origami</title>
		<link>http://wireframes.linowski.ca/2012/04/interface-origami/</link>
		<comments>http://wireframes.linowski.ca/2012/04/interface-origami/#comments</comments>
		<pubDate>Mon, 16 Apr 2012 14:05:56 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[gestures]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3334</guid>
		<description><![CDATA[Juan has been recently playing with paper in order to explore some possibly new interactions. This person is trying to pinch, tear, flip, curl, fold, and peel UI&#8217;s in new ways just for kicks without the limitations of pixels. In a way this kind of stuff resembles paper prototyping a bit but probably focuses more [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb220.jpg" alt="Interface Origami" /><br />
Juan has been recently <a href="http://blog.tackmobile.com/article/interface-origami/">playing with paper</a> in order to explore some possibly new interactions. This person is trying to pinch, tear, flip, curl, fold, and peel UI&#8217;s in new ways just for kicks without the limitations of pixels. In a way this kind of stuff resembles paper prototyping a bit but probably focuses more on discovering new gestures. Either way, it&#8217;s an awesome way to think outside the box in my opinion, as tactile play breads creativity. Thanks for sharing!</p>
<p>In Juan&#8217;s own words:</p>
<blockquote><p>
In a previous post, I mentioned a way of thinking about interactions and interface within a framework of depth and space. The ideas were centered around the digital space, but as a designer I find it’s important to remove myself from that space and explore solutions that can originate in physical space.</p>
<p>One of the easiest ways to do this is to break out scissors and paper. With paper you can remove the constraints of working in pixels to fold, tear, flip, curl and manipulate the medium to discover solutions that may have otherwise been missed.</p>
<p>To illustrate this, I created a few examples based on some familiar apps and others based on former concepts I’ve played around with in the past.
</p></blockquote>
<p><em>Credits: <a href="https://twitter.com/juansanchez">Juan Sanchez</a></em> </p>
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		<title>Wireframes Old &amp; New</title>
		<link>http://wireframes.linowski.ca/2012/03/wireframe-old-new/</link>
		<comments>http://wireframes.linowski.ca/2012/03/wireframe-old-new/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 16:29:05 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[wireframe]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3231</guid>
		<description><![CDATA[There is a bunch of articles out there that raise some of the problems, disadvantages and limits behind wireframing. Here are at least four such write ups that I&#8217;ve come across lately. Although many of the authors invoke &#8220;death&#8221; analogies, please don&#8217;t be put off as most articles are quite constructive. :) I doubt wireframes [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb214.jpg" alt="Wireframes Old &#038; New" /><br />
There is a bunch of articles out there that raise some of the problems, disadvantages and limits behind wireframing. Here are at least four such write ups that I&#8217;ve come across lately. Although many of the authors invoke &#8220;death&#8221; analogies, please don&#8217;t be put off as most articles are quite constructive. :) I doubt wireframes will disappear altogether, but instead are probably undergoing a transition of sorts. </p>
<ul>
<li><a href="http://www.zurb.com/article/898/wireframes-are-dead-long-live-wireframes">Wireframes are Dead, Long Live Wireframes</a> &#8211; Jonathan Smiley
<li><a href="http://simplecontraption.com/wireframes-are-old-we-need-new">Wireframes Must Die</a> &#8211; Matt Conway
<li><a href="http://www.uxforthemasses.com/rapid-prototyping/">Wireframes are dead, long live rapid prototyping</a> &#8211; Neil Turner
<li><a href="http://madebymany.com/blog/the-future-of-wireframes">The Future of Wireframes?</a> &#8211; Isaac Pinnock
</ul>
<p></p>
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		<title>Sketch More, Sketch Better: The Buzz at Interaction12</title>
		<link>http://wireframes.linowski.ca/2012/03/sketch-more-sketch-better-the-buzz-at-interaction12/</link>
		<comments>http://wireframes.linowski.ca/2012/03/sketch-more-sketch-better-the-buzz-at-interaction12/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 18:14:19 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[sketching]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3189</guid>
		<description><![CDATA[Article by:Sam Smith I am a sketcher. I recently realized quite how much sketching defines what I do when someone pointed out to me that I rarely present any work without a pen in my hand. Whether I&#8217;m drawing on a whiteboard or quickly sketching on paper sketching that helps me to illustrate what I&#8217;m [...]]]></description>
			<content:encoded><![CDATA[<p><span class="articleTitle"><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/author_samsmith.png" class="articleAuthorThumb" alt="Sam Smith">Article by:</span><br /><span class="articleAuthor"><a href="http://twitter.com/pub">Sam Smith</a></span><br clear="all"><br />
I am a sketcher. I recently realized quite how much sketching defines what I do when someone pointed out to me that I rarely present any work without a pen in my hand. Whether I&#8217;m drawing on a whiteboard or quickly sketching on paper sketching that helps me to illustrate what I&#8217;m talking about. So it was an interesting challenge when I was asked to present a workshop at the Interaction12 conference in Dublin, where I would be doing the talking but the participants would be doing the sketching.</p>
<p>Looking at the number of workshops and presentations at the conference that were related in some way to sketching, and the number of people who have viewed my <a href="http://www.slideshare.net/pubsmith/sketching-interfaces-workshop-interactions12-dublin">presentation slides</a> on Slideshare (nearly 70k views in just over a week), I think it&#8217;s pretty safe to say that the perceived lack of sketching skills in the digital design community is something that has obviously touched a nerve. With all the rhetoric around collaboration with coders and clients through sketching, and the focus on lesser deliverables, this was obviously well timed.</p>
<p>I do believe that by breaking the &#8216;art&#8217; of sketching down to a set of basic techniques that can be practiced, anyone can create sketches that not only do a good job of communicating but also look good. But before I dived into the practical side of the workshop I spent a bit of time asking people to think about 2 really important aspects that underpin all of the techniques that I was about to share: ‘what is a sketch?’ And ‘why sketch?’</p>
<h3>What is a sketch? (and what isn’t?)</h3>
<p>Firstly, and possibly most importantly, I like to make a distinction between sketching and drawing. </p>
<p>A sketch is not the same as a drawing in 2 important ways: execution and intent. </p>
<p>Aside from the obvious wiggly lines vs. straight lines type of differences, it’s easy to look quickly at something and decide whether it’s a sketch or a drawing. Quality and fidelity are easy markers but there’s more to it than that.</p>
<p>Unlike drawings, sketches aren’t precise and often include mistakes or corrections. A drawing is closer to a finalized design or idea. From a drawing you can get a good idea what the whole thing will look like. And that’s often what stops people picking up a pen. Half of the time when people are reluctant to sketch it&#8217;s because they are scared that their sketches will be judged by the same standards we use to judge a drawing or a polished design. </p>
<p>A good sketch doesn’t try to describe everything in detail (the bit that counts is ‘in focus’ and the rest is vaguely described for context), but it gives you enough information to get the point across.</p>
<p>When I sketch I’m not looking to create a beautiful, polished or even finished object (sketches can be beautiful, but they don’t have to be). What I’m trying to do is to capture an idea so that I can communicate it to others and explore whether or not it works. I’m not trying to do visual design on paper. We’ve all been in scenarios where the bottom line is boss and thinking time is seen as a luxury. If I’m spending time articulating all of my ideas in high fidelity on paper, it’s going to take way more time than I have. </p>
<p>The point of sketching is not to produce polished outputs, it&#8217;s to explore, challenge and validate ideas. That&#8217;s not to say that sketches can&#8217;t look good. They can, and with a bit of practice they will. But it&#8217;s not so much about what they look like as what they allow you to achieve.</p>
<h3>Fast and free</h3>
<p>I like to sketch because it&#8217;s quick and free (and not just in the financial sense). I can explore ideas on paper much quicker than I can in Illustrator or other tools and I&#8217;m not tempted to fall back on libraries of stock elements to solve problems because it&#8217;s easy. </p>
<p>Plus, the temptation in doing things digitally is to make things too neat. </p>
<blockquote><p>
When I am about to sketch on paper, knowing that it will be harder to undo, I hold myself back and think twice before the ink or lead leaves a mark … When I sketch electronically, this worry disappears as I know that I don’t have to generate the right ideas, but instead can easily correct myself if something needs adjusting. [<a href="http://wireframes.linowski.ca/2010/02/tablet-illustrator-and-the-case-for-electronic-sketching/">Jakub Linowski</a>]
</p></blockquote>
<h3>Show your workings</h3>
<p>I&#8217;m not against sketching digitally. If you can work as quickly as you can on pencil and explore as many ideas in the same way, then the medium isn&#8217;t really the issue. My worry is that working digitally encourages us to tidy up and erase mistakes, when often the mistakes are just as important as the final idea. If we are constantly hitting undo, all of those mistake are lost. We end up with a polished final sketch, but no record or evidence of how we got there.</p>
<p>When we&#8217;re reluctant to capture our ideas as sketches, often those ideas don&#8217;t get captured or aren&#8217;t explored as fully as they might be. Sketching is a really useful ideation and communication tool. The ‘art’ of sketching can be learned and practiced, but the real value is in the generating of ideas and the discussions around those ideas that sketches prompt.</p>
<h3>Sketching shouldn’t always be solo</h3>
<p>Jakub makes a really nice point in his piece on <a href="http://wireframes.linowski.ca/2010/02/tablet-illustrator-and-the-case-for-electronic-sketching/">digital sketching</a>:</p>
<blockquote><p>
	Looking back, sketching has been wonderful at giving rise to design<br />
 	representations that naturally act as conversation starters
</p></blockquote>
<p>I agree wholeheartedly with this. When I start to address a design challenge, my sketches are much looser and lower fidelity, but still enough to prompt and aid those conversations. </p>
<blockquote><p>
Sketches do not have to be pretty, beautiful or even immediately understandable by others. However, you should be able to explain your sketches and ideas when anyone asks about them.
</p></blockquote>
<p> &#8211; Sketching User Experiences [Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt &#038; Bill Buxton]</p>
<p>Often the sketch will develop and evolve over the course of the conversation, as per Jakub&#8217;s point here:</p>
<blockquote><p>
Perhaps the use of paper can still be justified in collaborative sketching sessions when there‘s more than one designer at the table and the design activity happens simultaneously in real time.
</p></blockquote>
<p>I am a big advocate of this style, with one significant difference. I&#8217;ve seen this work successfully (and often) where the collaborators around the table aren&#8217;t just designers. Some of my most successful ideation sessions (for generating good design based around insight) have been when there have been designers, clients/stakeholders and developers all contributing and sketching &#8211; not just the designers. </p>
<p>Part of the beauty of sketching is that it doesn&#8217;t look like the finished product. It&#8217;s like creating wireframes with &#8216;wiggly&#8217; sketch lines to reassure the client that this isn&#8217;t what it’s going to end up looking like &#8211; except you&#8217;re actually sketching rather than making your digital version look sort of like a sketch. The key thing here is that people don&#8217;t mind scribbling on a sketch to show you what they mean. And then you&#8217;re on your way to collaborative design. Happy days.</p>
<h3>Sketching in code</h3>
<p>I heard the phrase &#8216;sketching in code&#8217; mentioned more than a few times at IXD12. In his presentation, Jonas Löwgren talked about (and showed) how really complex interactions can sometimes be best communicated by building them out (show don&#8217;t tell). </p>
<p>Although I don&#8217;t disagree with this, I don&#8217;t think it&#8217;s always necessary when we&#8217;re dealing with less complex interactions, as many of us are compared to the things Jonas demonstrated. </p>
<p>Committing to building something (as opposed to sketching it) definitely restricts the way that I design. It certainly takes me longer to build it than to sketch it, and as a consequence I find myself exploring less ideas. Plus, if I&#8217;ve spent time building something, I&#8217;m more inclined to keep elements and re-use them rather than starting from a blank slate. Perhaps this is a symptom of me needing to get more comfortable in code the way I am encouraging people to get more comfortable with a pen or pencil?</p>
<h3>Sketch more, sketch better</h3>
<p>So, in short: sketching is good, mistakes are ok, neater isn’t necessarily better and when it comes down to brass tacks, good well thought through ideas are what counts. </p>
<p>Like anything, the more you practice, the better you’ll get. There’s more about what is/is not a sketch as well as some basic techniques and exercises in my <a href="http://www.slideshare.net/pubsmith/sketching-interfaces-workshop-interactions12-dublin">Sketching Interfaces workshop sides</a>.</p>
<p><em>Credits: <a href="http://twitter.com/pub">Sam Smith</a></em> </p>
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		<title>Remote Collaborative Sketching</title>
		<link>http://wireframes.linowski.ca/2012/02/remote-collaborative-sketching/</link>
		<comments>http://wireframes.linowski.ca/2012/02/remote-collaborative-sketching/#comments</comments>
		<pubDate>Sat, 25 Feb 2012 20:14:33 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[sketch]]></category>
		<category><![CDATA[sketching]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3174</guid>
		<description><![CDATA[Jeff recently has been experimenting with a remote sketching technique in a distributed team scenario. In the article, he describes the setup, technique and learnings in great detail. Interesting things that were mentioned included: use of multiple Skype accounts, cameras and dual monitors (to see both the sketches and the team in parallel) initial priming [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb213.jpg" alt="Remote Collaborative Sketching" /><br />
Jeff recently has been experimenting with a <a href="http://www.jeffgothelf.com/blog/remote-collaborative-brainstorming-and-sketching-part-i/">remote sketching technique</a> in a distributed team scenario. In the article, he describes the setup, technique and learnings in great detail. Interesting things that were mentioned included: </p>
<ol>
<li>use of multiple Skype accounts, cameras and dual monitors (to see both the sketches and the team in parallel)
<li>initial priming of participants
<li>use of an excel spreadsheet for rapid idea generation
<li>use of 1 and 6 screen per page templates
<li>facilitation of a 8 person team
</ol>
<p>Awesome work and thanks for sharing!</p>
<p><em>Credits: <a href="http://www.jeffgothelf.com">Jeff Gothelf</a></em> </p>
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		<title>Sketching Interfaces Workshop Slides</title>
		<link>http://wireframes.linowski.ca/2012/02/sketching-interfaces-workshop-slides/</link>
		<comments>http://wireframes.linowski.ca/2012/02/sketching-interfaces-workshop-slides/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 14:25:31 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[sketching]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3162</guid>
		<description><![CDATA[Jason &#038; Sam are over at the Dublin Interaction12 conference this year and have been running a Sketching Interfaces Workshop for which they released some slides. The slides are loaded with a few handy tips and rants (i.e. of what sketches are not). They also look at sketching as a number of activities pertaining to: [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb212.jpg" alt="Sketching Interfaces Workshop" /><br />
Jason &#038; Sam are over at the Dublin Interaction12 conference this year and have been running a Sketching Interfaces Workshop for which they released some <a href="http://www.slideshare.net/pubsmith/sketching-interfaces-workshop-interactions12-dublin">slides</a>. The slides are loaded with a few handy tips and rants (i.e. of what sketches are not). They also look at sketching as a number of activities pertaining to: warming up, capturing, focusing, writing, styling, and adding interaction. I&#8217;m sure looking through slides probably isn&#8217;t as awesome as meeting these two in person at an event. At least it&#8217;s something for those who weren&#8217;t able to make it to Ireland. :) Cheers and thanks for sharing!</p>
<p><em>Credits: <a href="http://twitter.com/jasonmesut/">Jason Mesut</a> &#038; <a href="http://twitter.com/pub">Sam Smith</a></em> </p>
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		<title>Meaningful Transitions</title>
		<link>http://wireframes.linowski.ca/2011/11/meaningful-transitions/</link>
		<comments>http://wireframes.linowski.ca/2011/11/meaningful-transitions/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 13:31:31 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=3036</guid>
		<description><![CDATA[Johannes Tonollo&#8217;s thesis project explores a number of interesting user interface transitions, and how they can be used to create meaning by complementing static UIs. They have been segmented into six categories: Orientation, Spatial Extension, Awaking Controls, Highlight, Feedback and Feedforward. The site has a large number of examples or patterns for each category that [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb204.jpg" alt="Meaningful Transitions: Motion Graphics in the User Interface" /><br />
Johannes Tonollo&#8217;s thesis project explores a number of interesting <a href="http://www.ui-transitions.com">user interface transitions</a>, and how they can be used to create meaning by complementing static UIs. They have been segmented into six categories: Orientation, Spatial Extension, Awaking Controls, Highlight, Feedback and Feedforward. The site has a large number of examples or patterns for each category that are pure inspiration. Interesting stuff! Traditionally, UI designers have been reinforcing meaning by relying on gestalt principles using proximity, alignment, positioning and contrasts. Johannes shows that these could be extended with transitions and the element of time. With CSS animations getting <a href="http://tympanus.net/Tutorials/CreativeCSS3AnimationMenus/index.html">more</a> and <a href="http://daneden.me/animate/">more</a> powerful, these transitions don&#8217;t seem so far fetched any longer. Thanks Michael (<a href="http://twitter.com/#!/konigi">@konigi</a>) for finding this!</p>
<p><em>Credits: <a href="http://www.johannes-tonollo.com/">Johannes Tonollo</a></em> </p>
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		<title>Personal Pattern Books</title>
		<link>http://wireframes.linowski.ca/2011/05/personal-pattern-books/</link>
		<comments>http://wireframes.linowski.ca/2011/05/personal-pattern-books/#comments</comments>
		<pubDate>Fri, 27 May 2011 12:49:22 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[linowski]]></category>
		<category><![CDATA[sketching]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=2839</guid>
		<description><![CDATA[A few weeks ago, I started a personal pattern project which I&#8217;m finding useful and thought to share as a potential design activity. After grabbing a blank notebook, I basically began sketching out and writing down various examples of interesting interactions I find all over the web. The idea isn&#8217;t completely new as design and [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Personal UI Pattern Books" href="http://wireframes.linowski.ca/wp-content/themes/darwin/images/full194.png" rel="shadowbox"><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb194.jpg" alt="" /></a><br />
A few weeks ago, I started a personal pattern project which I&#8217;m finding useful and thought to share as a potential design activity. After grabbing a blank notebook, I basically began sketching out and writing down various examples of interesting interactions I find all over the web. The idea isn&#8217;t completely new as design and interface patterns have been around us for quite a while now. In fact, some really awesome collections have sprung up that are great for designing interactions and interfaces. If you&#8217;re seeking inspiration from these publicly available pattern libraries some existing resources include:</p>
<ol>
<li><a href="http://ui-patterns.com/">UI Patterns</a>
<li><a href="http://patterntap.com/">Pattern Tap</a>
<li><a href="http://patternry.com/patterns/">Patternry</a>
<li><a href="http://littlebigdetails.com/">Little Big Details</a>
<li><a href="http://www.amazon.com/gp/product/0596516258/ref=as_li_ss_tl?ie=UTF8&#038;tag=wirefrmagazi-20&#038;linkCode=as2&#038;camp=217145&#038;creative=399349&#038;creativeASIN=0596516258">Designing Web Interfaces: Principles and Patterns for Rich Interactions</a> (Book)
<li><a href="http://www.welie.com/patterns/">Welie.com &#8211; Patterns in Interaction Design</a>
<li><a href="http://www.uipatterns.net/uipatterns/">UIPatterns.net</a>
<li><a href="http://quince.infragistics.com">Quince</a>
</ol>
<p>By personalizing these patterns however, there could be a few added benefits beyond just observing other people&#8217;s work passively. For one, I&#8217;m beginning to notice that after drawing out some selected examples it becomes easier to internalize and remember them later on in the future. When working on projects, these sketched patterns tend to emerge from memory more vividly than ones that were just seen somewhere. Secondly, when recording these patterns personally it is also possible to gain another chance at practising and evolving your own personal sketching style. Patterns are a great source of more complex user-interface interactions which may push the boundaries of your visual communication and sketching abilities. </p>
<p>There is no set standard on how to record them. Some things which I thought might be useful to include were elements such as: a title, a few screens (tied together with user actions), a simple description, a date, and an example URL. But really, these being personal, it&#8217;s all up to you to come up with your own style. So go ahead and grab that fresh notebook &#8230;</p>
<p><em>Credits: <a href="http://www.linowski.ca">Jakub Linowski</a></em></p>
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		<title>Recommendations for Usability in Practice &#8211; Card Set</title>
		<link>http://wireframes.linowski.ca/2011/01/recommendations-for-usability-in-practice-card-set/</link>
		<comments>http://wireframes.linowski.ca/2011/01/recommendations-for-usability-in-practice-card-set/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 14:12:30 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=2677</guid>
		<description><![CDATA[Here comes another awesome design related card set. This time it&#8217;s from Jasper who has recently been doing a PhD thesis over at TU Delft on the topic of Managing Product Usability. As a side effect of his time spent dug up in the subject, he has summarized some of his key ideas as recommendations [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb184.jpg" alt="" /><br />
Here comes another awesome design related card set. This time it&#8217;s from Jasper who has recently been doing a PhD thesis over at TU Delft on the topic of <a href="http://www.uselog.com/2010/12/thesis-managing-product-usability.html">Managing Product Usability</a>. As a side effect of his time spent dug up in the subject, he has summarized some of his key ideas as recommendations in a <a href="http://www.uselog.com/2010/12/recommendations-for-usability-in.html">card set format</a> (PDF download link at the bottom of that post). The set is composed of 25 recommendations which are organized by themes pertaining to: Usability, Process, Team, Project, Company and Market. It&#8217;s an inspiring piece of work that might be of use to all those thinking of usability in the larger context of an organization or business. Thanks Jasper!</p>
<p>Here is how he explains it himself:</p>
<blockquote><p>
Based on learnings from the case studies as well as on existing literature on usability in practice, I wrote 25 recommendations for industry that describe how I would organize product development if the goal is to make usable electronic consumer products. The recommendations were &#8216;user tested&#8217; by product development researchers and practitioners.
</p></blockquote>
<p><em>Credits: <a href="http://www.uselog.com">Jasper van Kuijk</a></em> </p>
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		<title>500 Storyboard Tutorials &amp; Resources</title>
		<link>http://wireframes.linowski.ca/2010/11/500-storyboard-tutorials-resources/</link>
		<comments>http://wireframes.linowski.ca/2010/11/500-storyboard-tutorials-resources/#comments</comments>
		<pubDate>Fri, 19 Nov 2010 14:49:58 +0000</pubDate>
		<dc:creator>Jakub</dc:creator>
				<category><![CDATA[Inspirations]]></category>
		<category><![CDATA[sketch]]></category>

		<guid isPermaLink="false">http://wireframes.linowski.ca/?p=2626</guid>
		<description><![CDATA[Filmmakers have been sketching, storyboarding and playing with the element of time for quite a while now and we can definitely learn from them. Here comes an inspirational resource loaded with tutorials and videos on the topic of storyboarding. It contains tips on showing movement, zooming, panning and highlighting story points. Perhaps one interesting thing [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://wireframes.linowski.ca/wp-content/themes/darwin/images/thumb178.jpg" alt="" /><br />
Filmmakers have been sketching, storyboarding and playing with the element of time for quite a while now and we can definitely learn from them. Here comes an <a href="http://filmmakeriq.com/2010/10/500-storyboard-tutorials-resources/">inspirational resource</a> loaded with tutorials and videos on the topic of storyboarding. It contains tips on showing movement, zooming, panning and highlighting story points. Perhaps one interesting thing that emerges as one looks at these screens is that only minimal amounts of drawing is done in order to convey screen-to-screen changes more clearly. Could be great to pick some ideas up from these guys.</p>
<p>In addition there is also a list of storyboarding software, such as <a href="http://www.celtx.com/">Celtx</a>, that can be used for this process. Enjoy.</p>
<p><em>Credits: <a href="http://www.FilmmakerIQ.com/">FilmmakerIQ.com</a></em> </p>
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		<slash:comments>0</slash:comments>
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