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CS449/649: Human-Computer Interaction Spring 2017 Lecture VIII - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Spring 2017 Lecture VIII Anastasia Kuzminykh Create Design Ideas Design Signifier Feedback Affordance Discoverability Constraints Mapping Conceptual Model Create Design Ideas Feedback - conveys


  1. CS449/649: Human-Computer Interaction Spring 2017 Lecture VIII Anastasia Kuzminykh

  2. Create Design Ideas Design Signifier Feedback Affordance Discoverability Constraints Mapping Conceptual Model

  3. Create Design Ideas Feedback - conveys effects of user’s actions Location: Current status: Future status: Outcomes: where am I? what’s happening? what’s next? what just happened? By David M. Hogue Time: How long is Reasons: why you Presence: Are you going to take? do what you do? even there?

  4. Create Design Ideas Feedback - conveys effects of user’s actions Feedback loop Speed: Context: Influence Meaning of decisions your feedback Measurability: Motivation: Provide should comparisons correspond

  5. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when interacting with it Constraints - restrictions that limit the possible actions available with an object

  6. Create Design Ideas Discoverability - whether it’s possible to figure out how to use an object by interacting with it Findability - whether it’s easy to find Learnability - whether it’s easy to learn content how to use functionality

  7. Create Design Ideas Discoverability - whether it’s possible to figure out how to use an object by interacting with it Findability - whether it’s easy to find Learnability - whether it’s easy to learn content how to use functionality Make use of existing practices and familiar interactions Build around existing cognitive models Make use of signifiers and affordances F-Shaped Pattern For Reading Web Content

  8. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible actions available with an object

  9. Create Design Ideas Mapping - indication of the relationship between objects (often controls) - Make use of spatial gestalt principles - In some cases culture-specific - Build around existing cognitive models Elevator buttons, Shane Adams via Flickr Creative Commons Image: https://stackoverflow.com/questions/9752760/slide-toggle-for-android

  10. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible Mapping - indication of the relationship between actions available with an object objects

  11. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible Mapping - indication of the relationship between actions available with an object objects Conceptual Model - user’s understanding of how the system works

  12. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  13. Create Design Ideas Sketches User stories Wireframes

  14. Create Design Ideas Supports Doesn’t have to brainstorming look good Sketches - illustration of how the basic Fast and Supports concept works simple communication Speeds up your Tells a story work Image: http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/

  15. Create Design Ideas Sketched Wireframes 5 APG Website

  16. Create Design Ideas OnlyJames Wireframe Sketch Hashlove Friends Invite

  17. Create Design Ideas Dinosaurs Taykt Wireframe

  18. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic concept works Image: http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  19. Create Design Ideas A Keep it simple communication tool User stories - description of a feature from Keep breaking Keep them an end-user perspective them down visible As a user / <persona> , Have I want / need <action> Prevent acceptance so that I can <user goal>. dead-ends criteria “As a user I want to send an email.” “As a user I need to type in an email address” “As a user I want to type in an email subject” “As a user I want to type in an email text”

  20. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic - description of a feature from concept works an end-user perspective As a user / <persona> , I want / need <action> so that I can <user goal>. Image: http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  21. Create Design Ideas Quick, cheap Main groups of and easy content Wireframes - static representation of the UI Used as the Structure of layout and user flow documentation content Using Only basic pixelated visualization widgets Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App

  22. Create Design Ideas Wireframe for Acura’s Subscriber page on Youtube UX Wireframes for Online Grocery Shopping Mobile App

  23. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic - description of a feature from - static representation of the UI concept works an end-user perspective layout and user flow As a user / <persona> , I want / need <action> so that I can <user goal>. Image: Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  24. Week 4 take-away - Creativity: - What is it and how it works - 6 stages of creative process and relevant enhancing techniques - Design theory: - Interface - Semiotics and the concept of sign - 7 fundamental concepts by Don Norman (signifiers, affordances, constraints, feedback, discoverability, mapping, conceptual model) - Ideation and visualisation tools: - Sketches - User stories - Wireframes

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