Designing Experience F08


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Designing Experience F08

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