It’s a great way to align business and creative team needs, too. A good way of getting people on the same page. It also lets you “define a successful deliverable.”pic.twitter.com/8avVyLGwTQ
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It’s a great way to align business and creative team needs, too. A good way of getting people on the same page. It also lets you “define a successful deliverable.”pic.twitter.com/8avVyLGwTQ
If you’re in pre-pro, before you build anything, be doing this process as much as possible to make sure you’re investing in what you’re creating - take the time because now is far better than doing it later.pic.twitter.com/HHdEhv4D73
Never go to a meeting without pen and paper! A great way to quickly prototype your ideas.pic.twitter.com/WJVHkh2wOB
“Sketches allow us to align the teams vision, clarify requirements for the broad team (eg currency, leaderboards, or similar content additions), helps to scope accurately as a group, and assists with brainstorming as a team.”
You don’t have to be an artist - encourage your team to focus on the content rather than the visuals.pic.twitter.com/cijcQYBcUn
Sketches are to show approach, not how gorgeous it could be.pic.twitter.com/doItot8nKj
Anna speaks about the “double diamond approach” - ideas, refine, develop, deliver. Go big, then hone in, go big again, then finalise.
Tips for sketching to make sure they’re useful! Make sure to save your sketches - let your whole team see them and understand and align, and also potentially generate more ideas. Digitalise them, so you have a record of the process.pic.twitter.com/7CcfOgBPk9
This works so well for PMs or producers and similar - take snippets of your original docs or code or art and see how the WIP evolves.pic.twitter.com/L4pw9lyup9
This makes me less scared about trying to wireframe things.pic.twitter.com/U8YyyOvEjl
So... what’s a clickable prototype? Transitions, widgets, anything!pic.twitter.com/DMunKewenU
A static black and white image can make you forget what needs building - but when you click through a prototype, you can see what sort of active or consumed or similar states might become necessary.pic.twitter.com/EAbSdI9N0b
Some tools! I see Bams fave there. I also have become a Figma shill.pic.twitter.com/F509b9qIol
Day to day, Anna uses Adobe XD - which is free (I had no idea!) and it’s frequently evolving and adding new wonderful features. She’s going to demo the process now, live!
So, what basic functionality would we have to make for a “fictional” game
pic.twitter.com/XHtN5gT22q
Anna likes to work in greyscale for Adobe - it’s not about the colours. It also helps to think about visual hierarchy and contrast.
Components allow you to save design components and reuse them anywhere in your products - a great way to keep iconography consistent across your wireframing designs.
Anna uses chonky numbers when prototyping for numbers - eg 888 etc to show the extent that numbers can fit within a specific space to inform producers and the like.pic.twitter.com/GbNNs5RxNX
Oh my god Anna just made a bunch of things move together and repeat and she might be a witch
Anna showing the links of each button and how to show the functional prototyping between pages!pic.twitter.com/j2VFcnVX35
You can access all the Apple and iOS conventions via their website for integrating into programs like Sketch and XD! So cool!pic.twitter.com/aOaXb9bEZ6
If you hit “share for development”, it’ll blurt out the design specs for the rest of the team - design info whether colours or icons through to hex values and dimensions. So cool!
What do we do with the prototype then? Test!!! How can a game be successful if nobody wants to play? You have to get feedback from the people outside of your brain - you can watch Anna’s 2018 GCAP talk for info on how to test.
Then - now that you’ve prototyped and tested, take the information back, iterate and refine - then back to prototyping!!pic.twitter.com/CNRnHw2Yjg
You can find a google doc with more links and resources here!pic.twitter.com/RGOHY8DyXo
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