Creating the best app, game or product requires work. Brainstorming ideas, intended repetition and – as the Apple Prototype team knows it all – Feedback. Constant comment. “If we don’t give feedback on something, we are not showing it to the right people,” said Apple designer Julian Misig.
Missisig and several other members of the prototype team discussed WWDC22 participants in the Design Digital Lounge, sharing useful examples, and ways to generate external feedback value. Check out some of the highlights from that discussion below.
What is your process when you start a new prototype project?
We do something, we show it to people, we learn from it – and we do it over and over again. We don’t really count how many “drafts” we make, but everything we do goes through many, many repetitions.
How do you even know where to start?
It is important to know your big questions around one idea. For example, when working for iPad and Apple Pencil Scribble, we want to understand exactly how people react when their manuscript is converted to digital text. What makes that process better? What kind of input can lead to confusing situations?
The purpose of prototype is to answer such questions before we take a long time to make things happen – so why make the prototype process easier and simpler. We try not to be too rigid. Often, we start with a different problem to solve. But sometimes we do things just because they seem fun and we understand why and what they help to solve. It is to give ourselves a place to know what we are feeling.
What tools do you use for first time designs and ideas?
The best tool is the one that suits you the most – what allows you to try things out faster? For some people this is the code; Others, drawing on iPad or animation. Everyone in our team uses different tools and has processes that work for them.
We got that too [Apple Design Award winner] Looom animation speeds up the creation of hand-drawn animations to describe the types of interactions and activities we want during a meeting (immediately after one).
How do you cope with creative blocks and blanks?
Spend time doing non-design things! Playing music, spending time outdoors, reading books on random topics … all of these can create unexpected relationships and motivations. It is also good to delve into the history of a topic – for example, in different cultures handwriting history was very encouraging when working on an Apple pencil.
What is the ratio of sight and function when creating a prototype?
Spending a lot of time is not worth it for the look, but sometimes different styles or patterns are definitely something you want to shape! The main thing is to do the small amount you need and still learn something.
How extensive are you testing your original designs – only shared within your team?
We certainly set examples for large groups and for ourselves. Culturally, emotionally, and less often than not, people from all backgrounds get to try it and tell us what they think.
How do you approach each other to comment?
Always be positive when sharing the work. How to make the app experience better, not a personal decision. For example, avoid things like “I don’t like this color”, such as “I think it’s better to let the blue experience be known than red.”
How often do you change direction or pattern after comment sessions?
We try to open more than one direction at a time. It has many different prototypes or one option slides and options and can be adjusted. If someone gives us a good comment, we can include it or try it. If it contradicts the previous direction, we will use both to make people compare.
Do you have a product with little and no changes after comment? A “hole-in-one”?
not at all! If we do not get feedback on something, we are not showing it to the right people. We’ll eventually show it to the person with the feedback – either improvements or reasons why it doesn’t work. That’s the fun part of working with people who are really good at what they do.
How do you go about adding magic, pleasure, and flirting to a prototype?
Take time not to worry about solving the problem. “What else does this give us?” Can say. [something] Completely unrelated. But if something looks fun, it is worth trying. Those weird, but intriguing ideas inspire us to connect the weird / amazing motivation with the one who really solves the problem.
How can your team build advanced relationships with prototype without having to build something completely?
We find a way to imitate him! The ARW prototype for WWDC18 contains some fine art prototypes that do not contain any code at all. There are also ways to simulate things with paper prints or smart video recordings. And simple Keynote animations can teach a lot.
For AR prototype
Designing for AR can be daunting and the cost of finding design flaws late can be costly. See how low-tech traditional prototype techniques can help you verify and refine your AR application and game design ideas.
Do you recommend past or present WWDC sessions on Prototype?
You can search for “prototype” in the Developer App or at developer.apple.com to find all the sessions we have done, including WWDC14 “Fake it ’till you make it” and WWDC18 “Key Life”. There is a “design available” from WWDC21, which is more about availability – which we are very concerned about!
The life of a button
In-depth exploration of essential interaction, visual and sound design principles and techniques with simple button design.
Simulate until you make a prototype filter
Make better apps by first trying things out before you write any code. Take a look at Apple Prototype Process and the number of tools and techniques we use, some of which may surprise you.
Recognizable design
Learn how to create interactive and memorable experiences for the people in your app. We take you through the design practices that are available and learn how to create a descriptive, fun interface that helps people understand your app’s opportunities at a glance. And how … we will show you.
You need to stop and revisit a vision or design – what if too many new ideas were added?
for sure. When that happens, we try to focus on what people really like. If you have dozens of things that need your attention, focusing on the two or three seems to win the heart is a good way to move forward without being deceived. Also, sometimes when you have good things to say, you have to admit that no one is a real winner. no matter! There is always a way for you to move on to something you love.
What advice would you like to share?
Always remember what you are building an example of and what you are trying to achieve. Sometimes we are tempted to try a perfect polished prototype. But you should always try different panel ideas quickly and efficiently. Sometimes it helps to get off the screen and use low-tech tools.
How do you summarize the team’s design philosophy?
Do things, show them to people, learn from their comments! It should be a tattoo at this time.