mproving Impress Through Iterative Design and Development


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After the Renaissance team announced the necessary steps to improve the user experience of Impress during the OOo Con 2009, a lot of good things happened to our presentation application. During the past month, a team of developerts, QA engineers, documentation, and user experience has been working 24/7 to make handling slides, layouts and document elements more efficient. This talk will inform the audience about the current status of the project, explain in detail what changes have been introduced and how they were accomplished as a collaborative effort of the iTeam through constant iteration.

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mproving Impress Through Iterative Design and Development

  1. 1. <Insert Picture Here> Project Renaissance – Improving Impress through Iterative Design and Development Andreas Bartel, Christian Lippka
  2. 2. Mission Statement “Create a User Interface so that becomes the users' choice not only out of need but also out of desire”
  3. 3. Goal Statement “ ... to know and to understand our users as they are, and to help them accomplish what they want to, by providing efficient access to valuable functionality through a desirable user interface.”
  4. 4. What's in for me • The plan • The execution • The outcome
  5. 5. <Insert Picture Here> Project Renaissance Impress
  6. 6. “Where is my bike?” Or how do I find one particular element among a set of many?
  7. 7. Let's talk numbers – UI Elements Total Number of UI elements = 595 8 30 Toolbar Buttons Menu Items Toolbars 214 Panels 343
  8. 8. Let's talk numbers – Usage Tracking Total Number of Tracked UI events = 4475 142 Used 80% of the time Used 20% of the time 4333
  9. 9. Lindwell, Holden, Buttler Universal Principles of Design “Signal-To-Noise Ratio: The ratio of relevant to irrelevant information in a display. The highest possible signal-to- noise ratio is desirable in design.”
  10. 10. Signal-to-Noise Ratio in the Impress UI Total Number of Tracked UI events = 4475 142 Signal Noise 0.0328 4333
  11. 11. Signal-to-Noise Ratio Minimizing Maximazing • Minimizing noise means removing unnecessary • Maximizing information means clearly communicating elements, and minimizing the expression of necessary information with minimal degradation. elements. • Signal degradation occurs when information is • It is important to understand that every unnecessary presented inefficiently: unclear writing, inappropriate data item, graphic, line, or symbol steals attention graphs, or ambiguous icons and labels. away from relevant elements. • Emphasizing key aspects of the information can also • Every element in the design should be expressed to reduce signal degradation. the extent necessary, but not beyond the extent necessary. Excess is noise.
  12. 12. John Maeda The Laws Of Simplicity “The simplest way to achieve simplicity is through thoughtful reduction.”
  13. 13. <Insert Picture Here> And that's how it's done
  14. 14. Reduce Complexity in Impress Improve Interaction Design of Important Tools • What are the key elements of a presentation app? – Slides – Elements on slides – Different views and organizations of slides • What are the most important things users do with slides? – Create, manipulate and organize slides – Assign and change layouts – Navigate through slides – Present slides
  15. 15. Design Principles Direct Visual Manipulation Progressive Disclosure • Emphasize visual representation • Swiss Army Knife Metaphor • Expose only those elements that are • Emphasize visual manipulation relevant in a given context • Emphasize visual feedback • Hide tools that are not requested • Emphasize discoverability • But make hidden tools easily available
  16. 16. Albert Einstein Physicist “Make everything as simple as possible, but not simpler.”
  17. 17. <Insert Picture Here> Execute Like Crazy
  18. 18. How Software is Usually Created – In Theory User Development Quality Experience Assurance
  19. 19. How Software is Really Created I User Development Quality Experience Assurance
  20. 20. How Software is Really Created II User Development Quality Experience Assurance
  21. 21. How Software is Really Really Created III Development Quality User Assurance Experience
  22. 22. “A close look at design history reveals that the lone genius is more myth than fact.” Marty Neumeier, The Designful Company
  23. 23. The Renaissance iTeam for Impress • Christian Lippka – Dev • André Fischer – Dev • Wolfram Garten – QA • Christoph Lukasiak – QA • Uwe Fischer – Documentation • Frank Loehmann – UX • Andreas Bartel – UX & iTeam Lead
  24. 24. Change How We Work Change of collaboration using Agile elements that worked for us 1 Value frequent communication 6 Don't be afraid of failure 2 Value everyone's feedback 7 Avoid design by committee 3 Value working software 8 Everyone should feel responsible 4 Value frequent iteration 9 Only one is accountable 5 Value everyone's mastery 10 Just have fun
  25. 25. “Don't tell me how great you are. Be great!” Eric Reiss, UX Camp Europe, Berlin 2010
  26. 26. Project Renaissance Impress – Child Work Spaces Renaissance 1 Renaissance 2 Renaissance 3 • Navigation through slides • New toolbar drop-down control • Redesigned status bar • Visual design of slides • Assign layout • Redesigned view switching • Visual feedback for multiselection • Change layout • New sidebar control • Visual feedback during D&D • Reset layout • Improved organization of tabs • Quickly start presentation • New placeholders for objects • Quickly hide and show slides • Quickly duplicate slides
  27. 27. Demonstration of Work in Progress.
  29. 29. Many Thanks for the incredible last 10 years! Andreas Bartel, User Experience Christian Lippka, Development