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Designing Experience F08
 

Designing Experience F08

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Designing Experience F08 Designing Experience F08 Presentation Transcript

  • Designing Experience School of Visual Arts Instructor: Anh Dang 27 September 2008
  • 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.
  • Agenda
    • Introductions
    • Design Experience Overview
    • Lunch
    • Guest Speaker
    • Classroom Case Study
    • Q/A
  • Goals
    • Understand the basic Interface, Information, Interaction Design concepts
    • Experience the general process & techniques used on a design project
  • Back to Basics
    • Interfaces
    • Information
    • Interactions
  • Goals of user experience design
    • Communicate a message that allow users to accomplish their goals easily, simply, and rapidly.
  • Designing Interfaces
  • ATM
  • Design of Everyday Things
    • Donald Norman
  • Key Design Concepts
    • Affordance
    • Mapping
    • Constraints
    • Visibility
    • Feedback
  • 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
  • Mapping
    • Relationship between two things
    http://flickr.com/photos/annavsculture/441610821/
  • Constraints
    • Limitations that constrain possible interactions
    http://flickr.com/photos/hippie/2561854165/
  • 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/
  • Feedback
    • “ Sending back to the user information about what action has actually been done, what result has been accomplished.” Donald Norman
  • Exercise #1
  • 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?
  • Designing Information
    • “ There is virtually unlimited freedom in how we represent data. The difficult question is how best to represent it .” william wright
  •  
  •  
  •  
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  • Information Design
    • Hans Rosling
  • Visual Variables for Contrast position size orientation value hue shape
  • Gestalt Principles of Grouping proximity similarity continuity closure area symmetry
  • Gestalt Principles of Grouping proximity similarity
  • similarity proximity
  • Content Organization
    • Alphabets
    • Locations
    • Time
    • Continuums
    • Categories
    • Numbers
    • Randomness
    • Nathan Shedroff
  • Vietnam War Memorial http://flickr.com/photos/steffsmith_fotos/267461474/
  • Continental
  • Northwest
  • Exercise #2
  • NYC Recycles
  • Designing Experience
  • 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
  • interface information architecture
  • users content context IA
  • Guest Speaker
    • Robert Stribley
    • Senior Information Architect
    • Avenue A | Razorfish
  • Exercise #3
    • 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
  • NEW
  •  
  • Conclusion
  • 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
  • Thank you!