Showing posts with label wireframe. Show all posts
Showing posts with label wireframe. Show all posts

Thursday, January 5, 2012

Step 3 - Prototype testing with jQuery Mobile

I thought I would create a prototype to usability test the design. I'll use jQuery mobile since it's such a fantastic UI framework! You just need to know some basic HTML to make a mockup pretty quickly.

Some of the things I love about jQuery Mobile are:
  • It can load everything as a single page. The app screens are represented by divs in the HTML which makes them "virtual pages". So instead of loading lots of tiny little pages, jQuery mobile can load one big page and shuffle around the divs when users change screens (which reduces response times considerably).
  • It is über-cross-browser -- all the pain and agony in making a mobile app work across multiple browsers is baked into the jQuery Mobile goodness. How do they do it? I have no idea. ( I also don't know how my Subaru's fuel injection system works, but as long as it keeps working I'm happy :-)
  • It is very simple. Creating a prototype is just as easy as marking up some template html they provide. 
If this was a more complicated design, I might start out with paper-and-pencil prototypes. However, since this is just three screens I'll try it with a jQuery Mobile prototype first and see how that goes.

The Prototype

The jQuery Mobile site provides some boilerplate for a single web page with multiple virtual pages.  They identify each screen using the HTML5 'data-' attribute. So for every screen I just need to create a div and set the 'data-role' attribute to 'page'.

The First ( Branches ) Selection Page

The first virtual page I create is the selection tab page. The code for it looks like this:

<!-- Start of first selection page (branches) -->
<div data-role="page" id="selectTabs">

 <div data-role="header">
  <h1>Game Types</h1>
 </div><!-- /header -->

 <div data-role="content"> 
  <ul data-role="listview" data-theme="g">
   <li><a href="#selectGames">Beginner ( 30 - 15 kyu )</a></li>
   <li><a href="#selectGames">Intermediate ( 15 - 1 kyu )</a></li>
   <li><a href="#selectGames">Expert ( 1 - 9 dan )</a></li>
   <li><a href="#selectGames">High Handicap</a></li>
  </ul> 
 </div><!-- /content -->

 <div data-role="footer">
  <h4>Page Footer</h4>
 </div><!-- /footer -->
</div><!-- /page -->

One cool thing here is that the selection list is created with just an <ul> unordered list with its data-role set to 'listview'. Also, note the href is set to '#selectGames' to link to the second virtual page where users select the game they want to view.

The page comes out looking like this (on an iPod Touch):




The Second ( Leaf ) Selection Page

The next page for this prototype is the list page where users select the game they want to follow:

<!-- Start of second selection page (leaves) -->
<div data-role="page" id="selectGames">

 <div data-role="header">
  <h1>Games</h1>
 </div><!-- /header -->

 <div data-role="content"> 
  <ul data-role="listview" data-theme="g">
   <li><a href="#main">Fred (29k) vs Wilma (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Barney (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Pebbles (15k)</a></li>
   <li><a href="#main">Fred (29k) vs Bam Bam (15k)</a></li>
  </ul> 
 </div><!-- /content -->

 <div data-role="footer">
  
 </div><!-- /footer -->
</div><!-- /page -->

Note the id of this virtual page is "selectGames" which is where the #selectGames href from the previous screen is pointing to. For the prototype testing I have put some fake games for the user to select. Whatever they select will take them back to the main page.

This looks like this (on a Color Nook tablet):


The Main Page

The main screen is slightly more complicated:

<!-- Start of the main page -->
<div data-role="page" id="main">

 <div data-role="header" class="ui-grid-b">
  <div class="ui-block-a">
   <a href="#" data-icon="arrow-l" class="ui-btn-left ui-btn ui-btn-icon-left ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="a">
    <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
     <span class="ui-btn-text">Back</span>
     <span class="ui-icon ui-icon-arrow-l ui-icon-shadow"></span>
    </span>
   </a>
  </div>
  <div class="ui-block-b"><h3>Go Game Reader</h3></div>
  
  <div class="ui-block-c">
   <a href="#" data-icon="arrow-r" class="ui-btn-right ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="a">
    <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
     <span class="ui-btn-text">Variation</span>
     <span class="ui-icon ui-icon-arrow-r ui-icon-shadow"></span>
    </span>
   </a>
  </div>
 </div><!-- /header -->

 <a href="#selectTabs" data-icon="arrow-r" class="ui-btn-right ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-up-a" data-theme="c">
  <span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true">
   <span class="ui-btn-text">Otakee ( 6 Dan ) challenges The Master ( 9 Dan )</span>
   <span class="ui-icon ui-icon-arrow-r ui-icon-shadow"></span>
  </span>
 </a>

 <div data-role="content"> 
  <canvas width="400" height="400" id="goBoard">
   <p>This example requires a browser that supports the
   <a href="http://www.w3.org/html/wg/html5/">HTML5</a> 
    &lt;canvas&gt; feature.</p>
  </canvas>
  
 <div class="ui-grid-a">
  <div class="ui-block-a"><button onClick="">Previous</button></div>
  <div class="ui-block-b"><button onClick="drawNextMove()">Next</button></div>
 </div><!-- /grid-a --> 
  
 </div><!-- /content -->

 <div data-role="footer">
 
 </div><!-- /footer -->
</div><!-- /page -->

Notice the first part of the page description has three areas for the Back button, title and Variation button. The class name of  "ui-grid-b" on the header div is used to specify a container with three sections. The contents of each grid cell are in ui-block-a, ui-block-b and ui-block-c.

The next section is the game selection button. It's basically just a link button to the first selection page.

Underneath this is the canvas where the board is drawn.

And the final important part of the UI are the Next and Previous buttons. These are in a container with the class="ui-grid-a"tag. This divides the container into two columns.

And then there's the footer again, which we aren't doing anything with yet.

All together it looks like (on the desktop version of Safari):


I used three different browsers to make the screen captures. They range from an ancient iPod Touch all the way up to the latest desktop version of Safari on OS X. It's interesting what a good job jQuery does across this big range of devices.

Sunday, January 1, 2012

Step 2 - Something Closer to the Right Design

Yeah... I was right... The day after I drew out the wrong design I woke up and realized exactly how it was wrong :-(

Some of the problems obvious to me now are:
  1. The design is not suited to a typical smartphone screen. The board takes up most of the real-estate and either the controls or comments will be below the fold.
  2. Referencing the stones with numbers is not smart. The numbers should really only represent the number of the move. People have probably been documenting Go games in print for a hundred years or so. So why am I trying to re-invent that wheel?
  3. What was I thinking when I put in a select menu to pick a game :-(  Earlier I mentioned the offline storage could take hundreds of games! A select menu is definitely the wrong design pattern to use... A better pattern would be something like the one Apple uses for selecting a photo or downloading a podcast.
  4. The design would look odd on an iPad or other tablet... Also there's the portrait / landscape orientations to consider...
So here is take 2:

To address the first two problems, a redesign of the main screen:

The main features here are:
  • Overlaying the comments on the Go board itself to save screen real-estate
  • The only numbers displayed on the stones will be black and white's last plays
  • If a stone needs to be referenced, but it doesn't have a number already, a triangle will be displayed
  • Having a separate button to see a game variation instead of scrolling down to see it
  • Changing the drop down to a set of selection screens instead
Speaking of the selections screens... here's what I was thinking of:

The selection screens would use a similar design pattern to Apple's iPod Touch / iPhone for gathering photos in separate folders/tabs:


And once the user clicks on a folder/tab they would see individual games to select:



As far as problem 4... that's a tough one... Something like this might be good:



In landscape mode, the board would be (nearly) as large as it possibly could be, and then in the free space to the right the controls, comments, and any variation would appear. If I moved the title and sub-title to the right, then that would maximize the board size to its limit.

I just started reading this really great book Head First Mobile Web and it's talking about Responsive Web Design. I think that will really help out with problem 4. So I guess for right now I'll just keep this idea in my head and I'll see how/if the responsive web design will help out later down the road...


Friday, December 23, 2011

Step 1 - Creating the 'Wrong Design' for an HTML5 App

I'm impressed how well JavaScript supports Object Oriented Programming! I'm really starting to understand how HTML5 and JavaScript have the potential to make an awesome generation of mobile apps!

As long as I'm taking the time to learn how to create HTML5 apps, I was thinking I should aim at creating one I could put on my iPod Touch or Color Nook to review Go games.

For me, the easiest way to start a UI design is to throw away my first idea. No matter what I'm initially thinking of, it's wrong in any of a number of ways. I find drawing it out and throwing it away as quickly as possible helps me come up with a better design, faster.

So here goes:

Requirements:
  • HTML5 App that works on different platforms
  • Will play back stored Go game files
  • Uses local storage -- so will work offline
  • Supports the SGF Go game format
  • Supports UTF-8 characters

Because it's one of the few situations where I'm one of the target users, defining my audience and user stories should be pretty easy. ( As I talk to users, I can expand and improve this... )

Users:
  • Beginning Go players who want to view commented Go games 

User stories:
  • As a <beginning Go player> I want to <select a commented Go game to view> so I can <view it on my mobile device>.
  • As a <beginning Go player> I want to <view a commented Go game > so I can <read the expert comments and eventually win more games>.

The wrong design:

What I'm visualizing ( which I'm sure will be completely wrong ) looks something like this:


BTW - I drew this wireframe using the website hotgloo.com . It was really awesome! I'd never tried it before, but it was pretty close to walk-up-and-use usability for their site!