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Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
Designing Experience F08
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Designing Experience F08

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  • Transcript

    • 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!

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