design theory - ankur sharma - presentation
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