Wireframes totally don't do what they're supposed to. But they are useful anyway.
I was sitting with my girlfriend in a hotel room in Connecticut a few weeks ago. We came down for a wedding, but like good citizens of the internet economy, we were both tele-working from the hotel room all afternoon before the wedding.
She had a call to present some wireframes she was working on (she works at another web firm) to present them to the team and talk them out before the client meeting. Then they strategized on how to handle the client meeting.
And when she got off the phone we were chatting about wireframes and presenting them to the client and how it NEVER goes well, and it just hit us:
Weren’t wireframes invented so that we could easily, rapidly present information architecture ideas to a client on paper, so that they could offer input prior to devs committing valuable resources to developing? So that we could “lock down” the functionality in advance? And doesn’t this NEVER WORK? I mean, sure. If you’ve got a strong internal team, or you’re working on software development with seasoned web people, then yeah, they work. But presenting to lay clients? They never get it. They need to see it designed. They need to see it clickable. It’s amazing how in all my years of being in web development, a good 80% of all my wireframe presentations have been to people who don’t know what they’re looking at, and don’t want to commit to functionality until they can see how it all works together. It’s a bit too extreme to say the exercise is pointless, but when I think of all the effort we expended on it, I’m tempted to say most of the time the exercise was futile. It’s almost as if wireframes can’t actually accomplish the thing we invented them to do.
It gets even worse when you throw agile into the mix, of course, because then you’re presenting these wireframes to the client and asking for changes now, so you don’t have to make them later, except we’re all in a methodology that allows for us to change them later. So why even show them?
And yet… and yet… internally, we are making more and more wireframes internally. We used to almost never make them internally, and now they’re invaluable, even in (or especially in) an agile process.
I have half a mind to stop showing wireframes to clients ever. I can hear our UX department freaking out. Ha. Don’t worry. I’m too old to be that radical. But it’s tempting.
9 comments
Wireframes are many things: scoping documents for developers and project planners; documents that focus teams on a common set of deliverables; visual representations of priority and propinquity. Wireframes are elements of the design process, and teams of site developers know this. The problem with showing them to clients is that they look like designs. And, while they are conceptual designs, they're not DESIGNS - that combination of art and science that a good team of information, visual, and interactive designers impart to a project. And clients expect to see designs, and they comment on them thusly.
In my past, we used wireframes to iterate quickly through an evolving idea, but we showed first-round graphic designs as distillations of the design process. First round graphic designs are less conceptual and more practical. The feedback from clients is specific to the design, not the concept, and changes made to the design have a higher probability of making it to launch. I've hacked together image maps to show how they might be navigable- an ugly process that yields a decent level of communication to the client.
Your idea to not show them to clients is NOT radical. It makes perfect sense. It doesn't mean wireframes don't get done; they always will - but they might take a different form, like prototypes or navigable PDF files (where is Adobe Thermo, anyway?), before being shown to clients.
1) They are a useful tool (as are site maps) for nailing down requirements and functionality for the development team. If the dev team is able to understand these things prior to getting the comps (and can therefore begin development early), that benefits everyone, including the client. It's just efficient.
2) They are great for nailing down scope. Even if the client doesn't really get the finer points of interaction design presented by the wireframes, they can usually understand the sequence of events (workflow) and the functionality per screen. Do you want to work this out in the comps, with accompanying back-and-forth about colors and pixel placement and logos, ad infiinitum? I don't think so.
The problem with a lot of wireframe presentations is that the team mistakenly believes that the client -has- to understand wireframes 100% in order to proceed confidently with wireframe signoff. This isn't usually true -- it's enough to invite the client into the requirements definition process (which is, after all, what wireframes are: the first concrete expression of requirements) in order to give them a sense of the project direction. Yes, the comps will be different. But they'll be about 80% the same. Because of wireframes, the eventual comps aren't a complete surprise to the client, and the client reaction may be (and usually is, I think) more along the lines of giving helpful feedback to the team rather than "Whoa! That's not what I was thinking!"
I think the key is really keeping all of this feedback on an agile style of prioritization rather than signoff. It makes it all a lot less painful -- Clients don't need to sign off completely on any one thing, they just need to understand how things are shaping up as the process evolves, and continually prioritize their requests. The spot that this stage of UX and wireframes can be extremely useful is building clickmodels to use in getting consumer feedback...which then helps in the prioritization bit...
It's all a big evolving agile mess, but the things being developed are rarely the simple html sites with decks and decks of page paths, so the static waterfall processes don't make much sense either.
That said, I ran across an approach that I'm going to try for my next project: Design Description Documents [ http://www.thinkvitamin.com/features/design/deliverables-that-work-design-description-documents ]. Essentially, it's a wireframe with comments.
BUT, the problem isn't the wireframes. It's the inherent misconception the client has of what wireframes are, and what they're supposed to do.
It's their expectation. They don't know what they are so they don't know what they're getting. When we present it to them as a formal presentation, like they're used to getting for a visual design review, they are most definitely expecting "more" from the wireframes. Even referring to them as blueprints is a misguided analogy, because in a blueprint it's still WYSIWYG - that shit has to be nailed down, precise to the millimeter. Wireframes are more like a general direction of stuff that should be included on a page or site, and through discussion and design between all parties, evolve into a representation of what the site will be.
And thanks to Kyle for the link.