design theory - ankur sharma - presentation

Post on 29-Jun-2015

372 Views

Category:

Technology

0 Downloads

Preview:

Click to see full reader

DESCRIPTION

Mr. Ankur Sharma was one of the trainers who talked about what the design should be, how to start with one and how to get there.

TRANSCRIPT

Designing UIPrinciples and Process

Design

which one?how to figure them out when you are in shower, half blind?

connectorloop{flip, can’t insert, flip again, can’t insert}

freeze or boilhow to set perfect temperature?

dividerare they even safe? during night??

but how?What was the installer/interior/engineer thinking?

Criteria

affordancesWhen you see it you will know it.

affordancesWhat to do with this controls

constraintsrestrict user interaction to reduce error

constraintsWhich of the controls are usable

conceptual modelmental image of how system works, more closer to functionality the better.

mappingrelationship between control parameters and it’s effect

visibilitymake sure the available controls are obvious and visible

feedbacklet user know what is happening

feedbackThe states description

consistencysimilarity in similar function and identical way to perform them

consistencyThe button arrangement across different OSes

Principle

Dieter Rams 10 principles of good design

•Is innovative •Makes a product useful •Is aesthetic •Makes a product understandable

•Is unobtrusive •Is honest

•Is long-lasting •Is thorough down to the last detail

•Is environmentally friendly

•Is as little design as possible

Design process

develop conceptobjective, user and resources

researchdo need analysis, business research and constrains

prototypeyou never know until you do it

refinementiterate, review, tests and prototype again

Implementpractices, documentation and polishing

supportevaluation, maintenance and training

Ethnography

https://www.youtube.com/watch?v=N4t3-__3MA0How the design is perceived by real world

Project Synopsis

Content for synopsis • Summary (One sentence

description)

• Application (One paragraph brief explanation)

• Activity (Bullet list of activities)

• Audience (One paragraph about intended audience)

Requirement

Fashion store app• Functional: Allow consumers to browse and purchase clothing merchandise

• Data: The system must have access to prices, pictures of merchandise, and up-to-date inventory.

• Environmental: Widely distributed, usually home. On phone and tablets.

• User: Anyone with interest in clothing purchases

• Usability: Simple to operate. Give feedback on stage is sales process. Distinguish buying from “window shopping” payment application.Optimised for tablet viewing.

User story

persona

• Body

• Psyche

• Background Information

• Emotion and Attitude

• Personal Traits

persona

conceptual design

metaphorphysical link with interface

interface stylephysical link with interface

interaction stylephysical link with interface

Prototype

Best description?

visual and hapticYou can feel, use and improve the product

pretendotypePalm pilot prototype by Jeff Hawkins

types

lo-fipen and paper, goes well with scenario

hi-fiTalks about look and feel, as good as final product

functionalShows interactions, let user use it

compromises

horizontal vs verticalThe scope helps set target right

Evaluation

WHY EVALUATEto test the usability of the system and to avoid pitfalls

COGNITIVE WALKTHROUGHdefine a task and walk through necessary steps to perform the

given task

LIKERT SCALEasking questions the right way.

NIELSEN AND MOLICH'S NINE HEURISTICS

• Simple and natural dialog Simple means no irrelevant or rarely used information. Natural means an order that matches the task.

• Speak the user's language Use words and concepts from the user's world. Don't use system-specific engineering terms.

• Minimize user memory load Don't make the user remember things from one action to the next. Leave information on the screen until it's not needed.

NIELSEN AND MOLICH'S NINE HEURISTICS

• Be consistent Users should be able to learn an action sequence in one part of the system and apply it again to get similar results in other places.

• Provide feedback Let users know what effect their actions have on the system.

• Provide clearly marked exits If users get into part of the system that doesn't interest them, they should always be able to get out quickly without damaging anything.

NIELSEN AND MOLICH'S NINE HEURISTICS

• Provide shortcuts Shortcuts can help experienced users avoid lengthy dialogs and informational messages that they don't need.

• Good error messages Good error messages let the user know what the problem is and how to correct it.

• Prevent errors Whenever you write an error message you should also ask, can this error be avoided?

Tools

PENCIL N PAPERUse what you are comfortable with, don’t build sandcastle with

bulldozer

COMMUNICATEBiggest mistake that can be made is “assumption”

COLLABORATIVE EDITHelps in iterative documentation and feedback

Tips

RESEARCHread, validate, gather information, learn new tricks

Template

BUILD STORYEvery good design tells stories, what is yours?

Setup Confrontation Resolution

PRESENTLet them know how awesome your project is. Talk, show and sell

FUN

https://www.youtube.com/watch?v=kifMGc5cYuw

Ankur SharmaDirector/UX

ankur@expresivstudios.com

Thanks!

top related