1 00:00:00,000 --> 00:00:04,530 [MUSIC] 2 00:00:04,530 --> 00:00:06,130 Hi, I'm Nick. 3 00:00:06,130 --> 00:00:08,610 When creating software like websites and 4 00:00:08,610 --> 00:00:13,260 mobile apps, one of the most important parts is the user interface. 5 00:00:13,260 --> 00:00:14,790 As creators of software, 6 00:00:14,790 --> 00:00:19,380 things like the layout of a web page, the shape of buttons, or even a font 7 00:00:19,380 --> 00:00:24,650 choice is a visual language that we use to communicate with the audience. 8 00:00:24,650 --> 00:00:28,610 It tells people what pieces of information are most important and 9 00:00:28,610 --> 00:00:31,920 how they can interact with that information. 10 00:00:31,920 --> 00:00:34,350 In order to explore this visual language and 11 00:00:34,350 --> 00:00:39,560 find the best ways to communicate ideas, designers will often experiment 12 00:00:39,560 --> 00:00:44,170 with many different possibilities and iterate on the directions that work. 13 00:00:44,170 --> 00:00:46,030 And with looming deadlines and 14 00:00:46,030 --> 00:00:50,510 the high cost of engineering finished products, it's important that designers 15 00:00:50,510 --> 00:00:55,465 are able to iterate quickly to find the best solution as soon as possible. 16 00:00:55,465 --> 00:01:00,634 [SOUND] Even before we create a solution that communicates with end-users, 17 00:01:00,634 --> 00:01:06,057 designers need a way to communicate their intentions to other people on a team. 18 00:01:06,057 --> 00:01:08,822 Like engineers, product managers, or 19 00:01:08,822 --> 00:01:11,840 clients that want a project built for them. 20 00:01:14,010 --> 00:01:18,720 Prototyping with paper or digital tools can help us explore solutions 21 00:01:18,720 --> 00:01:22,970 at the beginning of a project when it's easier to change direction. 22 00:01:22,970 --> 00:01:25,510 Toward the middle or the end of a project, 23 00:01:25,510 --> 00:01:30,470 it's more difficult to make drastic changes because by then lots of code has 24 00:01:30,470 --> 00:01:34,250 been written to support design decisions that were made at the start. 25 00:01:34,250 --> 00:01:37,810 We can, of course, make smaller adjustments along the way, 26 00:01:37,810 --> 00:01:43,020 as it's nearly impossible to create the perfect solution from the outset. 27 00:01:43,020 --> 00:01:44,650 But when budgets and 28 00:01:44,650 --> 00:01:49,410 scheduling are a concern, it helps to make the big choices at the start. 29 00:01:51,030 --> 00:01:54,920 I'm a big advocate of sketching out websites on paper or 30 00:01:54,920 --> 00:02:00,000 using simple tools to create wire frames which are just simple line drawings. 31 00:02:00,000 --> 00:02:04,770 But sometimes, when you're working on a high profile project or 32 00:02:04,770 --> 00:02:09,170 you need to communicate a final version to a client before coding, 33 00:02:09,170 --> 00:02:13,930 it helps to have a higher fidelity mock-up that's closer to the end result. 34 00:02:13,930 --> 00:02:19,040 And it's even better if that mock up can include interactivity to give stakeholders 35 00:02:19,040 --> 00:02:24,190 an idea of how the app will flow from one interface to the next. 36 00:02:24,190 --> 00:02:29,160 In this course, we're going to create an interactive prototype of a prosumer photo 37 00:02:29,160 --> 00:02:30,960 editing app for mobile phones. 38 00:02:30,960 --> 00:02:35,650 We'll do this using a free web-based tool called Figma. 39 00:02:35,650 --> 00:02:39,840 We'll create a few different states the screen might be in, and then connect them 40 00:02:39,840 --> 00:02:44,140 together so that when the prototype is shared with other people, they can click 41 00:02:44,140 --> 00:02:48,430 on different areas of the screen and get a sense of how it might work. 42 00:02:48,430 --> 00:02:51,170 Now, let's take a look at Figma in more detail.