ui ux design
play

UI/UX DESIGN Cras h Cou r s e ! DESIGN IS DOING THINGS WITH - PowerPoint PPT Presentation

SPRING 2020 CS 498RK UI/UX DESIGN Cras h Cou r s e ! DESIGN IS DOING THINGS WITH INTENTION, trying to decide what's important to somebody, building a bunch of prototypes and showing them around, developing a point of view and getting it


  1. SPRING 2020 CS 498RK UI/UX DESIGN Cras h Cou r s e !

  2. “DESIGN IS DOING THINGS WITH INTENTION, trying to decide what's important to somebody, building a bunch of prototypes and showing them around, developing a point of view and getting it out so that it has impact in the world. So design is really a process of making impact on the world by doing this kind of creation of something new to the world and then getting it out there.” David Kelley http://boingboing.net/2012/09/22/design-thinking-for-social-goo.html

  3. User YES NO A rt Problem YES NO A rt Evaluation YES NO Desig n A rt

  4. “DESIGN IS CHOICE, and there are two places where there is room for creativity: 1. the creativity that you bring to enumerating meaningfully distinct options from which you choose 2. the creativity that you bring to defining the criteria, or heuristics, according to which you make your choices.” Bill Buxton Sketching User Experiences

  5. Bill Buxton Sketching User Experiences

  6. THE DESIGN PROCESS NEED- IDEATION FINDING EVALUATION ITERATION CREATION FINAL DESIGN

  7. DESIGN IS Wicke d HARD indeterminate, incomplete, contradictory, and changing requirements Wicke d Proble m Exploring enough of the solution space Evaluating amongst alternatives Knowing when you’re done en.wikipedia.org/wiki/Wicked_problem

  8. NUMBER OF DESIGN DECISIONS Fift y Shade s of Gre y

  9. Wha t i s Goo d Desig n ?

  10. MENTAL MODELS User’s understanding of how something works Inferred from the interacting with the design

  11. MENTAL MODEL Good design communicates the right mental model Bad design: designer’s model di ff ers from user’s model Intentio n vs Perceptio n

  12. clear mapping between controls and functionality no t a natura l mappin g !

  13. NORMAN’S REFRIGERATOR The Design of Everyday Things, Don Norman

  14. NORMAN’S REFRIGERATOR The Design of Everyday Things, Don Norman

  15. THERMOSTATS What’s the fastest way to bring a room up to the desired temperature?

  16. THERMOSTATS on-o ff switch furnace runs full blast until the room is at set temperature N o fas t wa y !

  17. NEST Rotatio n : cycl e throug h option s Pus h : mak e selectio n

  18. Prototypin g

  19. PROTOTYPES Cheap and fast Spectrum of fidelity Multi-resolution design Tools: paper & pen, powerpoint, photoshop, balsamiq

  20. TYPES OF PROTOTYPES Storyboarding Paper prototypes Video prototypes Functional prototypes highe r fidelit y

  21. WHY LOW TO HIGH FIDELITY?

  22. HIGH-FIDELITY MAKES IT HARD TO… get useful feedback get the right feedback iterate quickly calibrate clients

  23. WIZARD-OF-OZ PROTOTYPING Functional prototype minus the functionality Test interaction before solving the hard problem S o i t ’ s a tototyp e !

  24. PARALLEL PROTOTYPES Design space exploration Design As Exploration: Creating Interface Alternatives through Parallel Authoring and Runtime Tuning Hartmann et al. , UIST 2008

  25. PARALLEL PROTOTYPES Better feedback Getting the Right Design and the Design Right: Testing Many Is Better Than One Tohidi et al. , CHI 2006

  26. PARALLEL PROTOTYPES Better design and more divergence Parallel Prototyping Leads to Better Design Results, More Divergence, and Increased Self-E ff icacy Dow et al., TOCHI 2010

  27. Digita l Desig n Proces s

  28. DISCOVERY a . k . a . Nee d -Findin g , Researc h figure out with the client what to build analyze previous designs, competitors’ designs understand audience/users determine scope, requirements, and constraints Deliverable: Product Requirements Document (PRD)

  29. takes up to 50% of DISCOVERY total project time PRD DESIGN UI/UX Design man y distinc t Information and concept s Navigation Design ar e explore d Visual Design

  30. Separatio n of Desig n an d Developmen t DISCOVERY PRD DESIGN mockups and style guides PRODUCTION

  31. UI/UX PROTOTYPES storyboarding paper prototypes video prototypes functional prototypes specifi c task s an d flo ws Sitemaps, Storyboards, and Specifications Newman and Landay, DIS 2000

  32. WIREFRAMES a . k . a . Schematic s Balsamiq content (information, navigation, interface elements) and layout mixture of real content and annotated placeholders (images) variations in color, typography used to di ff erentiate di ff erent types of content no t th e fina l visua l desig n

  33. MOODBOARDS

  34. MOCKUPS high-fidelity prototypes of visual design static: created in Photoshop, Illustrator, Sketch

  35. STYLE TILES betwee n moodboard s an d mocku ps styletil.es

  36. STYLE TILES

Recommend


More recommend