Shlomo “Mo” Goltz is an Interaction Designer and User Researcher at Hearsay Social. There he crafts experiences that enables those in the financial sector to develop, maintain, and enrich relationships with customers via social media. Shlomo combines qualitative and quantitative research-based methodologies to inform his design process, with a focus on creating enterprise software that feels as delightful to use as consumer products.
There are myriad ways to integrate user-centered thinking into the creative process of UX design, and personas are one of the most effective ways to empathize with and analyze users. This final part of the series will explain an effective method of creating a persona. There is no one right way to develop one, but the method Shlomo Goltz will share here is based on processes developed, field-tested and refined over the years at the interaction design agency Cooper. This process follows a logical order that begins with knowing nothing about users and ends with a refined perspective of users that can be shared with others.
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Personas have been in use since the mid-’90s and since then have gained widespread awareness within the design community. Once Shlomo Goltz understood why personas were valuable and how they could be put into action, he started using them in his own work, and then his process became more efficient and fun, while the fruits of his labor became more impactful and useful to others. Personas will supercharge your work and help you take your designs to the next level.
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Popular programs are out there, but many of them have considerable drawbacks, which has led Shalom Goltz to explore alternative apps. As you will soon see, InDesign has a unique set of tools and features that are perfectly suited to designing wireframes and interactive prototypes in a more intuitive way than you ever thought possible.
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There are many ways to create wireframes, click-throughs and prototypes. In the end, what matters is that the process of creation is fast and accurate and that the output is of a high enough fidelity to generate the appropriate level of feedback.
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After following the steps in Part 1, we now have everything to start building the prototype. But first, Shlomo explains how to create a “live” iOS prototype.
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Did you know that you can use Fireworks in combination with other tools to create complex iOS prototypes (for both the iPhone and iPad) with similar ease?
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