Venturehacks interviews Sean Ellis: How to bring a product to market

I found this great interview on Venturehacks this morning with Sean Ellis, who’s advised a bunch of startups up through IPO. This interview is about early stage product development: how to fit your product to the market, and even includes a link to this survey tool built with Sean’s methodology in mind.

Good stuff! It’s something we’re going to try out in our launch for FreeRange.

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Coming soon: FreeRange – Freelancer availability and resourcing software

FreeRange Coming SoonWe just launched the Coming Soon page for FreeRange (www.freerangeapp.com), a new web-based application we are building targeted at small businesses seeking to ease the process of staffing projects with freelance talent.

We need this application ourselves and felt there were lots of companies like us. These companies have flexible teams made up of freelancers, contractors, employees and vendors all working on multiple ongoing projects. FreeRange will help them organize all of those contacts and resources, figure out who is working on what when, and resource incoming projects with confidence.

FreeRange can help if you’ve every found yourself asking these questions:

  • Who is working on what right now? Tomorrow? In two weeks?
  • When is that freelancer done with that side project? Can we staff them on this upcoming project?
  • Which resources have the right mix of skill-set, rating, and hourly rate?
  • How many people do we need to contract next month?
  • What did that person work on last month?
  • When can we hire our next full-time employee?

We’re currently working towards the Alpha. If you are interested hearing about updates and partaking in our Private Beta use the sign-up form at the bottom of the page.

For some background on why we are building this read through our blog posts on Project Ranger, the code name we used before we went with FreeRange.

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Happy birthday laser printer!

rhythm-of-life-with-titles-lasers-and-blacklight-300x202
I had no idea the laser printer was nearly as old as the original Mac. Well it figures that just today I bought a brand new, and very cheap ($89) laser printer to replace my inherited, 15 year old, Apple LaserWriter 16/600 which still works great, but sometimes crinkles my pages (www.fixyourownprinter.com has the antidote though and i have used them before to fix my 16/600. Awesome tutorials and service). Jason and crew don’t know this but i sometimes have to literally iron the pages that i use for presentations because they come out looking like some very large, and pale, lasagna noodles.

To me, the laser printer was truly the killer app for the Mac and desktop / democratic publishing.

On this day in 1995 … (via TUAW)

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New clients: Cancer Treatments Centers of America, DecisionStep, and GamedayHousing

Although we’ve been busy cranking out updates to our service offerings and working on internal projects like Ranger, we are also pleased to announce the start of three new projects with some great clients:

Cancer Treatment Centers of AmericaCancer Treatment Centers of America

www.cancercenter.com

This is actually our second project in quick succession with Cancer Treatment Centers of America but the first was for an expansion of their corporate intranet and didn’t lend to much public disclosure. As you may know from their direct marketing efforts, notably television ads, Cancer Treatment Centers is dedicated to providing world class healthcare using the most advanced technology while treating the full body and mind.

We never want to speak for our clients but we think their purpose and mission is incredible. It’s great to meet people from all levels of such a large organization that not only can recite the mission but fully embrace it. For this project we’re working with their marketing team to rework content and flow to better serve the needs of the many folks visiting their site seeking vital information. We’re excited to get moving as providing user experience design and strategy in the healthcare industry is rewarding on an entirely different level.

Decision StepDecisionStep

www.decisionstep.com

We’re always happy to work with teams with products that embrace social media, and that was clearly the case when we met with John Jackson from Decision Step late last fall. Their suite of products lead the field of social shopping and present a unique set of user experiences and online interactions. Social shopping is an amazing blend of co-shopping with friends and real-time crowd sourcing of product information and reviews.

While we can’t get into the specifics of this project, we are staying true to our goal of taking smaller projects (or breaking large projects into smaller pieces). This helps us introduce our team and process to our clients and provides us a better understanding of our clients’ business. The opposite approach is trying to spec out six to twelve months of work which is not only daunting but rarely produces an accurate plan.

Gameday HousingGameday Housing

www.gamedayhousing.com

As with many clients, our first small project with Gameday was performing a User Experience Web Site Review. They had recently launched their site for housing rentals for sporting events and were already driving tons of traffic and maintaining an amazing level of direct customer service. However they felt there were a few areas where their site could be improved and wanted to ensure they devoted resources in the right places on their site for the optimal benefit. The User Experience Web Site Review left them not only with a list of areas for improvement but also a set of actionable recommendations.

Gameday was happy enough with the review that they hired us for the next phase, wireframing and prototyping for key pages on their site. We’re nearing the end and excited about the user experience improvements that we’ve recommended. We are sure they will help them increase conversion for an already successful business.

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Prototyping with Omnigraffle: show/hide annotations

You’re reading an article in the Fuzzy Math design series. These articles talk about our practice: why we do what we do, and how we do it.

« previous article: Fuzzy Math Prototypes

We use Omnigraffle Pro to generate prototypes and wireframes from one source document. It allows us to link elements (buttons, page regions, etc.) to different pages within the same document, or to run scripts. We can then export a PDF or HTML version of our static wireframes into a clickable prototype easily.

Clickable prototypes

Here’s how that works:

1. Select an element on the canvas. In this case, it’s a tab that is kept on a shared layer.

Selecting the ‘Page 1′ tab in the header

2. Open the i inspect menu, choose the properties panel and the actions tab within that panel.

Hold Cmd+2 and then click the blue circle with the arrow in it to see this menu

3. Now we’re cooking with gas! You can choose from all kinds of things to happen when that object is clicked.

Choose ‘jumps elsewhere’ to simulate page to page navigation.

4. Where’s elsewhere? We’ll choose a specific canvas to target:

You can tell Omnigraffle to navigate to another canvas, zoom, highlight or center on the current canvas.

Okay, that’s it. On every page that has that shared layer, you’ve made persistent navigation.

Now what? Preparing the prototype

Now the problem is what to do with all the annotations, text commentary, and page backgrounds that are included with a traditional wireframes, but are visual noise in your prototype. Turning them off on each page can be a real drag, and no one gets a good feel for app flow with them cluttering the view.

Our solution is fairly simple. First, each canvas has two layers. A ‘Notes’ layer specific to the canvas, and a shared ‘METADATA’ layer displaying page name, number, revision, and other information.

Layers in Omnigraffle file

Layers within an Omnigraffle canvas

All the layers in our Omnigraffle canvas.

We make another canvas (or page) and put some buttons on it. On these buttons, we use the ‘Runs a script’ option and paste in some AppleScript:

Now, clicking ‘Check syntax’ and ‘Run script’ executes that AppleScript. We don’t even have to export this page to make it work. Here’s the AS to turn on all the Notes layers and page backgrounds, for example:

tell application “OmniGraffle Professional 5″
set theDocument to front document
set canvasCount to count of canvases of theDocument

repeat with canvasNumber from 1 to canvasCount
set oCanvas to canvas canvasNumber of theDocument
try
set lyrNotes to layer “Notes” of oCanvas
set blnVisible to visible of lyrNotes
set visible of lyrNotes to true
end try
try
set lyrNotes to layer “METADATA + Brand background” of oCanvas
set blnVisible to visible of lyrNotes
set visible of lyrNotes to true
end try
end repeat
end tell

Here’s the file:

Omnigraffle icon fuzzy-math-template-example-1.graffle

Enjoy! Comments and suggestions are welcome, as always.

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Thoughts on IA and design from a developer

I was just sent an article (thanks Mr. Grimm) with interesting insights about IA and design from a developers point of view. This is my favorite nugget (bolding from the author):

“I’ll repeat: it took longer to do a simple IA and wireframes than it took to code the application. I was honestly surprised. My expectations had been violated. Coding the application shouldn’t have been easier than creating the wireframes.”

http://www.visitmix.com/Opinions/Ninja-Coders-and-Despot-Designers-Game-Over

I have never been to the Mix site before, but after seeing this and some of their data visualization pieces, I will be coming back.

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How Fuzzy Math does the prototypes

You’re reading an article in the Fuzzy Math design series. These articles talk about our practice: why we do what we do, and how we do it.

« previous article: Wireframes vs. Prototypes

The other day we looked at a few takes on a current debate in the user experience (UX) community of the role of wireframes in user centered design, what causes problems and ways to work together to get the most value from creating wireframes.

Problems with wireframes

Over the course of our practice here and elsewhere we’ve seen many ways for wireframes to get abused. Here’s a few places where wireframes fall apart:

  • They betray a past in which UX tools were less complex and reviews were paper-based
  • They don’t account for the role of graphic design in interaction and perception
  • They exhibit limited or no interactivity: Interaction described in serial pictures or (worse) words.
  • Over-documented wireframes become functional specs, slowing team velocity and increasing the likelihood of errors in comprehension

Wireframes have been accumulating cruft for too long, trying to do too much and too little: Too many words to describe features uninformed by visual exploration, and not enough interactivity to know if you have the experience right. Wireframes are a vehicle for speeding the team towards delivery, that’s it. If you find your wires are more than sketches with a bit of annotation, it’s time to stop and reconsider how your team is working together. You could be wasting your time and effort on things that don’t matter, or using the wrong form of communication to keep your team moving.

Wireframes and ideation

For getting down a new idea, there’s two steps to this dance: an initial sketch to get flow and function right and a visual design to make that product appealing and more useful. There are two dancers, who must be able to operate in tandem. It’s the same as the schematic for a blender and the industrial design of the blender. The difference is the prototype must carry much more information than simple, static wireframes. Prototypes are not the same as wireframes, not even close, but for the most part people (including us) use the terms interchangeably.

How we make the wireframes go

So let’s get our hands dirty. How does Fuzzy Math do wireframes? There’s many tools out there for creating wireframes like Balsamiq, Axure, iRise and many other tools (Visio, Powerpoint, Illustrator, InDesign, Dreamweaver, etc.), we prefer Omnigraffle to all comers, online, offline, desktop or what have you.

We can access it on our laptops, and use DropBox to sync and version our work. Omnigroup has already announced plans to produce the application for the iPad and it exports/imports to Visio, HTML, PDF and more.

At its most basic, our process is to arrive at the end of discovery with an understanding of:

  • People who may use the product or service, the people around them, and what makes them different from people who would never use it.
  • The tasks those people want to complete, and enough knowledge of the domain to understand the relationships between tasks: their importance, frequency, difficulty, duration and ordering
  • The contexts in which they’ll perform those tasks. At work? At home? On the go?

Once we get there, we have a good idea of how things could work, and now it’s time to share those ideas. During discovery, there was probably some whiteboarding and sketching happening. Now it’s time to polish those into a more complete experiences vision of the experience. For us, that’s a wireframe with some prototype behaviors built in.

Using Omnigraffle we can change the states of individual pages, make navigation clickable, and do many other prototyping tricks, but it does have its limits. Over the next few weeks we’ll talk about how we use Omnigraffle and AppleScript at Fuzzy Math to overcome some of those limits in making a hybrid wireframe/prototype solution for capturing user experiences.

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Fuzzy Math highlighted in Smashing Magazine

Spotlighted in the middle of an interesting article about how storytelling can create better user experiences in Smashing Magazine is a friend of Fuzzy Math, William Creech.

We aren’t exactly sure how Smashing Magazine found William for the article, but there he is in all his glory within the “Defining the user” section. William Creech is a persona that Mark created for our first app, code name Ranger, that Mark (and Fuzzy Math) has been working on for the past few months. We use him, a primary persona for the project, as the target user for the application. Having a “real” person we can design towards helps to keep us all on the same page when we are working on features, page layouts, or really any other aspect of the application.

Coming back to the article, we love that our work was picked up and used as an example, especially something like a persona, which we really believe in and use on almost every project we work on. It is also great that it was picked up by a place like Smashing Magazine, which we all enjoy reading.

In fact, I keep a list of links I like on my desktop in a text file called “notes.txt” (hello 1996!), and there are no less than thirteen Smashing Magazine links in there. Here is one from the way-back machine that I like a lot. Smashing Magazine is good stuff. Check it out (especially the article we are mentioned in).

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Wireframes vs. Prototypes

You’re reading an article in the Fuzzy Math design series. These articles talk about our practice: why we do what we do, and how we do it.

« previous article: Concept models

We haven’t talked about prototypes or wireframes yet in our design series, but they are a key component of our work. Prototypes are so central to how we communicate and such a big topic for us that several of the next design series articles will talk about just that.

Wireframes and designers oh my!

Some folks have begun to doubt the need for wireframes. Christina Wodtke, an IA par excellence, highlights three problems with wireframes:

  • wireframes emasculate the designer
  • wireframes create design lockdown too early
  • wireframes create a false sense of security about the completeness  of the work

I humbly disagree with all of that. Though Ms. Wodtke is one smart cookie, that doesn’t sound like anything I’ve experienced. In the comments of the article Thomas Vander Wal notes how Andy Rutledge’s Where wireframes are concerned, influenced his thinking. It’s worth reading in its entirety, I’ll sum it up briefly here.

Rutledge’s well-written article argues that designers often mis-apply wireframes to their work as graphic designers, swinging the pendulum in firmly in the right-brained direction of “it can’t represent visual design well enough’ and clients may be spooked by wireframed representations of pages which rely heavily on graphic design (typography, color, imagery, layout, etc.) to sell the concept. If those things are happening through the use of wireframes (bad communication with your team or client), you need to make sure your work is communicating appropriately and helping your team members do their jobs.

These problems can happen in projects with a waterfall from Information Architect or Interaction Designer to Graphic Designer to UI coder to engineer to QA, with the client riding down along the falls in a barrel. It doesn’t have to be that way. Everyone does not have to see each iteration of a design. It doesn’t have to be one activity after another like a string of pearls.

Sketching and user centered design

Why not have the IA/ID and the GD create sketches, one being a wireframe and one being a comp? Think of these as the one you plan to throw away, not the one you plan to show to the client. You know, iteration, planning to throw one away, all of that. As Bill Buxton would tell you, that’s the way to go to generate lots of ideas quickly, then narrow them down.

Regardless, I find it hard to categorically deny the end product of many different types of activities because of its name, and a misapplied name at that. It’s like saying you’re allergic to cats and now you deny the need for animals. ‘Wireframe’ is a category, like ‘bird.’ Like birds, some wireframes are turkeys and some are peacocks.

The purpose of wireframes

Sketching generates dialog about a product with other designers and stakeholders, then to formulate the experience for construction. The IA sketches a wireframe, the team talks, the graphic designer sketches a comp, the team talks, they make revisions and they move on. The process allows for feedback and revision but keeps the ball rolling by moving towards releasing software. Ideally, if your budget allows it, that sketching happens often, and in tandem.

Whether the resulting software is great, that’s another story. Here’s where Wodtke gets it a bit more right:

There is another downside here, which is hard to  put into words. I’ll try. Interfaces either feel right or they don’t. Your mouse either slides naturally to the correct button, or it slides naturally to the wrong one. There is no wireframe on earth that can help you get the feel right. Because feel is made up of many elements, including color (red means bad) , type (8 pt means legalese), and interaction (dialog box asking ”are you sure means” committing an action). The faster we get to using all the tools at our disposal to replicate the final experience, the faster we’ll know our design stinks. Or is intuitive.

I haven’t heard much lately about why wireframes are so awesome. I know they are incredibly useful as a thinking tool. I can’t work through an idea without getting out a pencil and scribbling out some wireframes on a pad of paper.  I’m not sure they are good as a communicating tool.  The feel like an odd leftover from a day when sites were static and you could make a sitemap on one piece of 8 1/2 x 11.

We don’t hear much about how awesome it is because people are much more visually and interactively literate these days than a decade ago. The experienced practitioners amongst us have been working that long, but now our most technophobic family members have cellphones. They all use the web. Our professional peers get the basics, what they need is the big picture experience.

Your wires should be more than a sketch only when your team is big, your product is big, or there are other drivers that make your knowledge management and communication needs heavy and worth the effort. Otherwise, nothing should justify the immensely detailed documentation system wireframes can easily become, in which each module and state is spelled out in painstaking detail. Believe me, we have delivered those systems in the past and they can become much of what Wodtke warns against.

Wireframes vs. prototypes

For all the reasons listed above, we don’t wireframe the way we used to even a few years ago. Now, we simply focus on prototypes. If wireframes use words to describe interaction and implementation notes, prototypes use interaction but often fall down on the details since they aren’t a spec. What’s a poor UX practitioner to do?

We create documents that include the good aspects of wireframes and prototypes in one handy package. Exported one way, it’s a clickable prototype to evaluate the experience and gain feedback. Produced another way, it’s an annotated wireframe that communicates task flow, conditions and other data. Over the next few weeks we’ll talk about how we use Omnigraffle to prototype solutions, and how we use AppleScript to make the prototype serve different audiences and needs.

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Cool documentation style from Apple

Since it’s the day for all things Apple with the launch of the iPad, I thought I would link to this awesome visual idiom they use to capture multimodal and touch interactions with Safari on the iPhone (and now, iPad):

Multimodal interaction documentation example from Apple

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