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Designing Experience F08
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Designing Experience F08

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    • 1. Designing Experience School of Visual Arts Instructor: Anh Dang 27 September 2008
    • 2. Workshop Description
      • This workshop will introduce students to the basic principles of user experience and provide a conceptual framework for thinking about and designing good experiences online and offline. A wide range of design practices will be explored through discussions and exercises during the workshop.
    • 3. Agenda
      • Introductions
      • Design Experience Overview
      • Lunch
      • Guest Speaker
      • Classroom Case Study
      • Q/A
    • 4. Goals
      • Understand the basic Interface, Information, Interaction Design concepts
      • Experience the general process & techniques used on a design project
    • 5. Back to Basics
      • Interfaces
      • Information
      • Interactions
    • 6. Goals of user experience design
      • Communicate a message that allow users to accomplish their goals easily, simply, and rapidly.
    • 7. Designing Interfaces
    • 8. ATM
    • 9. Design of Everyday Things
      • Donald Norman
    • 10. Key Design Concepts
      • Affordance
      • Mapping
      • Constraints
      • Visibility
      • Feedback
    • 11. Affordance
      • “ Perceived properties that determine how a thing is used [and] provide strong cues to the operations of things.”
      • Donald Norman
      http://flickr.com/photos/holster/1303003175
    • 12. Mapping
      • Relationship between two things
      http://flickr.com/photos/annavsculture/441610821/
    • 13. Constraints
      • Limitations that constrain possible interactions
      http://flickr.com/photos/hippie/2561854165/
    • 14. Visibility
      • “ Just the right things have to be visible: to indicate what parts operate and how, to indicate how the user is to interact with the device.”
      • Donald Norman
      http://flickr.com/photos/huladancer22/530743543/
    • 15. Feedback
      • “ Sending back to the user information about what action has actually been done, what result has been accomplished.” Donald Norman
    • 16. Exercise #1
    • 17. Things to Consider
      • Who is the target audience?
      • What is the purpose of the device?
      • What can you do with it?
      • How can you tell what state it is in?
      • How easy is it to use?
    • 18. Designing Information
    • 19.
      • “ There is virtually unlimited freedom in how we represent data. The difficult question is how best to represent it .” william wright
    • 20.  
    • 21.  
    • 22.  
    • 23.  
    • 24. Information Design
      • Hans Rosling
    • 25. Visual Variables for Contrast position size orientation value hue shape
    • 26. Gestalt Principles of Grouping proximity similarity continuity closure area symmetry
    • 27. Gestalt Principles of Grouping proximity similarity
    • 28. similarity proximity
    • 29. Content Organization
      • Alphabets
      • Locations
      • Time
      • Continuums
      • Categories
      • Numbers
      • Randomness
      • Nathan Shedroff
    • 30. Vietnam War Memorial http://flickr.com/photos/steffsmith_fotos/267461474/
    • 31. Continental
    • 32. Northwest
    • 33. Exercise #2
    • 34. NYC Recycles
    • 35. Designing Experience
    • 36. User Experience Design Process
      • 1. Discovery
      • Stakeholder interviewers, Business requirements, Competitive & Comparative Audits, User Research
      • 2. Definition
      • Persona/Scenario Development, Content & Meta Data Audits, Use cases, Creative Brief, Mood boards
      • 3. Design
      • Sitemaps, Task Flows, Wireframes, Content Strategy, Interactive Prototypes, Usability Testing, Design Comps
      • 4. Development
      • Functional Specifications, Quality Assurance Testing, Site development
    • 37. interface information architecture
    • 38. users content context IA
    • 39. Guest Speaker
      • Robert Stribley
      • Senior Information Architect
      • Avenue A | Razorfish
    • 40. Exercise #3
    • 41.
      • Founded in February 2004 by Mark Zuckerberg
      • Started as a collegiate social networking application
      • Facebook gives people the power to share and makes the world more open and connected.
      • Open to 13 years + in 2006
      • More than 64 million active users
    • 42. NEW
    • 43.  
    • 44. Conclusion
    • 45. Braun’s 10 principles of good design
      • Good design is…
      • Innovative
      • Enhances the usefulness of product
      • Is aesthetic
      • Displays the logical structure of a product; it’s form follows its function
      • Is unobtrusive
      • Is honest
      • Is enduring
      • Is consistent right to the details
      • Is ecologically conscious
      • Is minimal design
    • 46. Thank you!