23 April 2013, 10.20 AM
Paradise on earth (example post)
There has been an explosion of prototyping applications that claim to be mobile-centric, but few actually focus on the core differentiators of the modern mobile experience: gestures and transitions. One design tool that I have come to rely on for iOS prototyping is Adobe Fireworks — an application that has received a bit less attention from the design community. However, Fireworks is a powerful, extremely efficient and extensible program that has many indispensable features that cannot be found anywhere else. (Check out a couple of articles on what it can do and what makes it unique for details on what makes Fireworks so special.)
As an intern at Cooper in the summer of 2011, I learned how to use Adobe Fireworks to make both interactive prototypes and polished visual designs. The versatility of Fireworks meant that everyone on the team could easily share files back and forth during a project.
Interaction designers use Fireworks as the digital equivalent of a refined sketching tool. More flexible than pen and paper (when using shared layers, symbols and styles), Fireworks retains the fast and direct nature of drawing but with a higher fidelity than pen and paper or a whiteboard. This technique is very useful early in the design process when many major decisions are still being evaluated. Many other tools for wireframing are out there that include libraries of UI components, but Fireworks is one of the only wireframing applications that also has robust illustration and design capabilities that can be used to create original content. This is one of the most overlooked benefits of Fireworks, because it increases the likelihood that you will come up with an original design that is tailored to the problem(s) you are designing a solution for.
In the article “Designing Interactive Products With Fireworks,” published on Adobe Developer Connection, Nick Myers (previously principal visual designer at Cooper, and now managing director, design services) shares his thoughts about the design process and how Fireworks fits into the various stages:
“At Cooper, we design a wide variety of interactive products for platforms, including the desktop, the web, and mobile devices. Our design teams are small and usually consist of an interaction designer, design communicator, visual designer and, if there is a hardware component, industrial designer. The interaction designer and design communicator work together to design and document the behavior of the interface, while the visual designer is responsible for the interface’s visual appearance. The industrial designer handles the physical form factor of hardware. Finally, the team is managed by an engagement lead who designs the engagement and provides guidance and direction to the team.
During the solution-creation phases of a typical project, a design team begins storyboarding scenarios on whiteboards and then transfers these sketches to the screen, where they are iterated and refined over and over. The design is then documented for our clients to follow and reference as they build their products.
After the big ideas are generated, the interaction designer quickly transfers his work to Adobe Fireworks where the details are added to the product. Other design groups or firms may use one tool, like Visio or OmniGraffle, for interaction design and another, like Photoshop, for visual design, but we have learned over the years that working in Fireworks throughout the design process has many benefits.
First, it encourages our teams to be more collaborative as we pass our work back and forth and solve problems together. We also work much faster, as we don’t have to recreate elements or check our work against each other’s files. Finally, it reduces mistakes during design, as we aren’t managing multiple versions of files.”
(You can also watch a video on the same subject, in which Tim McCoy and Nick Myers discuss how they use Adobe Fireworks for interaction and visual design.)
In another article, “Industry Trends in Prototyping,” Dave Cronin (previously director of interaction design at Cooper and now at General Electric) shares more about the role of Fireworks at Cooper:
“While pen and paper can be a perfect medium for creating storyboards, we’ve found that the combination of a Wacom tablet and Adobe Fireworks allows us to work even more quickly and efficiently. At Cooper, we use Fireworks as our primary screen rendering and production tool for work from sketch to final graphic assets.
To create a sketchy storyboarded scenario in Fireworks, we typically rely on the States panel to represent each state in the scenario. We use layers, shared across states, and symbols to reuse screen elements, eliminating the need to draw the same thing over and over again.”
For most projects at Cooper, the following are the four major stages of the design process. (Technically, there are many more — such as primary research, competitive analysis and persona development — but they are beyond the scope of this series of articles.)