Exploration
A large part of exploration was doing research. There aren’t many systems that touch upon spatial models with the depth that Google Material and the Apple HIG do. These two resources allowed me to start piecing together the problems that we were having as an organization and as a design system. For the most part, I noted that we were struggling with the density of our content and losing context of where the user is within a flow. Out of the two problems, I chose to focus on preserving context.
I teach two different software programs, Principle and Origami. Below is the course outline for each.
Principle
The beginner’s class focuses on understanding the software and what it is trying to accomplish. In a nutshell, what is prototyping and why do designers need to do it? After all, it is an extra step to be taken in the design process.
The secondary class focuses less on the software and more on easy-to-understand workflows. How do I get my work from Figma into Principle? How do I deliver this prototype?
The tertiary class focuses on micro-interactions and understanding motion principles. This class seeks to help designers add finesse and craft to their work and make it that much more robust.
Origami
Like with Principle, the Origami beginner’s class focuses on understanding the software and what it is trying to accomplish. How is different from timeline-based prototyping software? How can you navigate and use the software? What are the best practices that we can use to better understand our files?
The secondary class focuses on building a very simple interaction and explaining how code is read and how it differs from human understanding.
The tertiary class focuses on fleshing out the original interaction from the second class and having a completed project that they can reference in their work.