The Digital Home: Designing for the Ten-Foot User Interface

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    The Digital Home: Designing for the Ten-Foot User Interface - Presentation Transcript

    1. The Digital Home Designing for the Ten-Foot User Interface. Speakers Brian Kralyevich . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic 10’ Design principles applied and work examples BTB029
    2. Overview 01 Remote Control Experience 02 Goals for distance UI 03 Design principles
    3. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    4. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    5. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    6. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    7. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    8. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    9. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
    10.  
    11.  
    12.  
    13. 10’ Design 01 Overview 02 Goals for distance UI 03 Design principles
    14. Goals for creating great distance UI › Clean › Simple › Compelling › Consistent › Direct Font size, legibility , readability, color , remote control navigation , resolution, flicker , contrast, layout , graphics and content all impact the usability and design of your application or service .
    15.  
    16.  
    17. 10’ Design 01 Overview 02 Goals for distance UI 03 General Design principles
    18. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
    19. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
    20. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
    21. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
    22. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
    23. 25’ 100’ 200’ design
    24. 25’ 100’ 200’ design
    25. 25’ 100’ 200’ design
    26. 25’ 100’ 200’ design
    27. 25’ 100’ 200’ design
    28. 25’ 100’ 200’ design
    29. 5000’ design
    30. 25’ 100’ 200’ design
    31.  
    32.  
    33. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
    34. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
    35. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
    36. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
    37. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
    38.  
    39.  
    40.  
    41.  
    42.  
    43. Show MCE Start menu
    44.  
    45. Tilting Gallery UI here Combining text focus and tilting
    46. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
    47. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
    48. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
    49. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
    50. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
    51.  
    52. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
    53. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
    54. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
    55. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
    56.  
    57. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
    58. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
    59. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
    60. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
    61.  
    62. Thank you
    63. Q&A | Next Steps Designing for the Ten-Foot User Interface. Blogs http://blog.retrosight.com http://www.thegreenbutton.com
    64. © 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.
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