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Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
Practical IxD for Developers
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Practical IxD for Developers

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Interaction Design is the responsibility of everyone on a pro, not just visual designers. Developers have a lot to say regarding IxD, and can often be the critical point where a project will succeed …

Interaction Design is the responsibility of everyone on a pro, not just visual designers. Developers have a lot to say regarding IxD, and can often be the critical point where a project will succeed or fail for a user.

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  • \n
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  • when we were kids.\nInvincible\npretty sure adults were wrong about physical laws like gravity\n
  • Let’s get over it. We aren’t just programmers and designers when we decide to freelance. We are business owners. We have a brand, identity, and we have a roster of services.\n
  • but as we’ve gotten older we’ve realized you weren’t wrong about everything just as we weren’t right about everything. Innovation must coexist with usability and standardization.\n
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  • otherwise we design from our own experiences and expectations. Although valid, they are often not usually inclusive of our true target audience and demographic.\n
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  • What sort of ways do you affect the world: poke it, manipulate it, sit on it? \n
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  • How do you get/give feedback through sensory channels? \n\npen and ink study of facial expressions done by Charles Le Brun (1619-1690), one of the premier artists of the French baroque\n
  • Maps and Paths, Signposts and Cues\n\nMap gives an overview of how the system works\nPath shows what to do, moment by moment\n\n
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  • this is how the technology actually works\n
  • how the user thinks the application will work\n
  • Harvard, Cognitive Science and Science Education\n
  • design model\n\n
  • mental models - shopping, shopping cart\n
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  • when implementing mental models we generate the Design Model. And it should be consistent!\n
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  • Button States: Up, Over, Down (Disabled)\n\n
  • progress, activity\n\n
  • Form validation and feedback\nDo it\nProvide clear instructions on what went wrong, where, and how to remedy\nDon’t remove previous work\n\n
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  • Fail early and often\n\n
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  • Transcript

    • 1. Practical Interaction Design For Developers
    • 2. David Ortinau@davidortinauhttp://davidortinau.com15 yrs web, interactive, mobile.Flash, iPhone, Android, WP7BA English,Maryville University
    • 3. interaction design Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond.http://www.ixda.org/
    • 4. “Interaction design is concerned with describing possible user behavior and defining how the system will accommodate and respond to that behavior.”Bill Moggridge - IDEO
    • 5. “In traditional software development, the discipline involved in creating a structured experience for the user is known as interaction design.”Jesse James Garrett - Adaptive Path
    • 6. “The big difference that’s arisen in this new agile world is how integrated the team is. No longer is UX design owned by the UX designers: everyone on the team now has design responsibilities. That means that everyone needs to be informed about what the design is trying to do.”Jarod Spool - UIE
    • 7. Bill Verplank’s Three Questions“Designing Interactions”, Bill Moggridge (http://www.designinginteractions.com/interviews/BillVerplank)
    • 8. “Wheel. Telescope. Astrolabe. Compass. A ship’s a ship.”Captain AveryDoctor Who: The Curse of the Black Spot
    • 9. Text
    • 10. Mental ModelsSusan Carey (1986), Don Norman (1988), Alan Cooper (1995) and IBM (1992)
    • 11. “A mental model represents a person’s thought process for how something works (i.e., a person’s understanding of the surrounding world). Mental models are based on incomplete facts, past experiences, and even intuitive perceptions. They help shape actions and behavior, influence what people pay attention to in complicated situations, and define how people approach and solve problems.”Susan Carey (1986)
    • 12. Mental models• [photo of photos in a box]•
    • 13. Mental Models• [photo of desktop, filing cabinets]
    • 14. via @iamFinch“About Face 3: The Essentials of Interaction Design “, Alan Cooper
    • 15. User Feedback
    • 16. http://www.alistapart.com/articles/inline-validation-in-web-forms/
    • 17. (my) Real World IxD
    • 18. A User StoryFace IdentificationThe application has automagically found faces inthe user’s photos, and has created unknownpeople. The user needs to identify theseunknown faces by creating people profiles andassociating them with the faces. This will in turnhelp the facial recognition to learn and matchthese without user intervention.
    • 19. A Use Case1. User selects one or more face thumbnails from a list of unknown faces.2. User selects an existing person they have already identified to associate the selected faces with. 2.1.User may opt to enter a name not previously created. This will create a new person profile and add it to the list of known people. 2.2.User may select or add a person before selecting thumbnails.3. User clicks save to commit the selections.4. The application saves the data, and refreshes the thumbnail list removing the selected faces.
    • 20. prototyping demo
    • 21. Actionable• Consume solid IxD and UX principles daily. • Books, Twitter, Presentations, Discussions• Build relationships with your team around how you can help.• Advocate for IxD and UX principles.• Don’t fall for the quick hack; Do what’s right.• Use your apps daily.• Increase your exposure to users using your apps.
    • 22. “Exposure hours. The number of hours each team member is exposed directly to real users interacting with the teams designs or the teams competitors designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces.”Jarod Spool - UIE
    • 23. Contact Me@davidortinauhttp://davidortinau.comdave@davidortinau.com

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