Designing Experience F08

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    Designing Experience F08 - Presentation 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
      • “ There is virtually unlimited freedom in how we represent data. The difficult question is how best to represent it .” william wright
    19.  
    20.  
    21.  
    22.  
    23. Information Design
      • Hans Rosling
    24. Visual Variables for Contrast position size orientation value hue shape
    25. Gestalt Principles of Grouping proximity similarity continuity closure area symmetry
    26. Gestalt Principles of Grouping proximity similarity
    27. similarity proximity
    28. Content Organization
      • Alphabets
      • Locations
      • Time
      • Continuums
      • Categories
      • Numbers
      • Randomness
      • Nathan Shedroff
    29. Vietnam War Memorial http://flickr.com/photos/steffsmith_fotos/267461474/
    30. Continental
    31. Northwest
    32. Exercise #2
    33. NYC Recycles
    34. Designing Experience
    35. 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
    36. interface information architecture
    37. users content context IA
    38. Guest Speaker
      • Robert Stribley
      • Senior Information Architect
      • Avenue A | Razorfish
    39. 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
    40. NEW
    41.  
    42. Conclusion
    43. 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
    44. Thank you!

    + anh.danganh.dang, 2 years ago

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