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Design for Non-Designers @ Barcamp Europe 13
 

Design for Non-Designers @ Barcamp Europe 13

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    Design for Non-Designers @ Barcamp Europe 13 Design for Non-Designers @ Barcamp Europe 13 Presentation Transcript

    • Design forNon-Designers .Lennart  Hennigs  UX  Camp  Europe  2013  
    • “No oneunderstands…”1.
    • h"p://www.fastcodesign.com/1671735/infographic-­‐the-­‐intricate-­‐anatomy-­‐of-­‐ux-­‐design  
    • “[T]o impress, to polish things up, to make them chic, isno design at all. This is packaging.”!Dieter Rams!Foto:  Anne  Brassier  
    • Braun SK 6!“The Coffin of Snow White”!
    • Product Properties.…and  its  Design  Disciplines.  Alan Cooper – About Face 3.0
    • Ten Principles for Good Design. 
Dieter Rams.1.  Good design is innovative. !2.  Good design makes a product useful.!3.  Good design is aesthetic.!4.  Good design makes a product understandable.!5.  Good design is unobtrusive.!6.  Good design is honest. ! !!7.  Good design is long-lasting.!8.  Good design is thorough down to the last detail.!9.  Good design is environmentally-friendly.!10. Good design is as little design as possible.!h"ps://www.vitsoe.com/de/ueber-­‐vitsoe/gutes-­‐design  
    • “No oneunderstands…”1.
    • “User friendliness.”
    • “We representthe users‘ interests.“
    • …because we do itwrong !2.
    • We need to look beyond the “Tellerrand”.http://www.flickr.com/photos/photography-andreas/
    • usable ≠ successful
    • IDEO  –  Human  Centered  Design  Toolkit  Technology Business User Experience The Three Lenses.
    • Cross-disciplinarity.http://www.flickr.com/photos/hoyvinmayvin/
    • Good design needscooperation !2.
    • Bill  Buxton  –  Sketching  User  Experiences.  
    • Deborah  Mayhew  –  The  Usability  Engineering  Lifecycle.  
    • Agile Manifesto.§  Individuals and interactions over processes and tools.§  Working software over comprehensive documentation.§  Customer collaboration over contract negotiation.§  Responding to change over following a plan.
    • http://www.flickr.com/photos/legofenris/...and suddenly we were in the midst of it.
    • This environment is oftena bit challenging.http://www.flickr.com/photos/hoyvinmayvin/
    • Cooperate?How?
    • A typical project?§  Different stakeholders and participant groups.§  ...with different points of view and priorities.§  The solution’s requirements are complex and interlinked.§  The problem is hard to define and keeps changing.§  The problem is “unique“.§  There is no prior indication for an optimal solution.?
    • PROBLEMSh"p://sha"ered-­‐black-­‐rose.deviantart.com/art/Wicked-­‐wallpaper-­‐38452670  Horst  Ri"el  and  Melvin  Webber,  1973.    
    • What now?
    • Wicked problems are“easy” to solve...
    • How to solve wicked problems:1.  Define a common vision.2.  Document ideas and communicate them.3.  Involve stakeholder.4.  Take small steps, evaluate and iterate.John  C.  Camillus  –  Strategy  as  a  wicked  problem,  2008.  
    • These steps shouldbe ourbest practices !3.
    • How to involve Non-Designers:1.  Define a common vision.2.  Document ideas and communicate them.3.  Involve stakeholder.4.  Take small steps, evaluate and iterate.John  C.  Camillus  –  Strategy  as  a  wicked  problem,  2008.  
    • Define a common product vision.http://www.flickr.com/photos/hoyvinmayvin/1.
    • But not like this.
    • ETROMETRO IS OUR DESIGNLANGUAGE. WE CALL ITMETRO BECAUSE IT’SMODERN AND CLEAN. IT’SFAST AND IN MOTION. IT’SABOUT CONTENT ANDTYPOGRAPHY. AND IT’SENTIRELY AUTHENTIC.
    • Metro
    • h"p://www.flickr.com/photos/hoyvinmayvin/  “Design the Box.“
    • Elements of a well-designed box:§  The product name.§  A slogan, that summarizes your product.§  An image of your product.§  Three to four sales arguments.§  List of key features (on the back).§  Technical requirements (in fine print).Jim  Highsmith  –  Agile  Project  Management,  2004.  
    • Take-­away.A good product vision...§  …is jointly created before the projectbegins.§  …builds up team knowledge.§  …captures and communicates your common goal.§  …differentiates your product.§  …is your “yellow brick road“.
    • Create design prinicples.1b.
    • IBM Design Principles.1.  Concepts from the products subject domain shouldbe central and apparent in the software design.2.  Keep it simple.3.  Optimize the design for the most frequent orimportant tasks.4.  Make the interface accessible and visible to users.5.  Use proper default values when supporting complextasks.6.  Be flexible.7.  Keep your users informed and in control byproviding informative and timely feedback tailoredto the current situation.8.  Things that look the same should behave in the sameway, and an action should always produce the sameresult.9.  Provide the ability to undo and redo actions.10.  Make your application predictable by using industrystandard user interface conventions whereverpossible.11.  Always keep your target users in mind as theproduct is designed.12.  Avoid adding features just so they can be ticked offa list.13.  Design your user interface so that it can be localizedfor other geographies without redesigning theinterface.14.  Consider persons with disabilities when designingyour applications.15.  Design the application so that contextual help isavailable to users when they need it.16.  Bring objects to life through good visual design.17.  Create user interfaces that promote clarity and visualsimplicity.h"p://bit.ly/prinicples  
    • ETROMETRO IS OUR DESIGNLANGUAGE. WE CALL ITMETRO BECAUSE IT’SMODERN AND CLEAN. IT’SFAST AND IN MOTION. IT’SABOUT CONTENT ANDTYPOGRAPHY. AND IT’SENTIRELY AUTHENTIC.
    • PrinciplesClean, Light, Open, FastCelebrate TypographyAlive in MotionContent, Not ChromeAuthentically DigitalChad Roberts, Michael Smuga, Albert Shum – Windows Phone UI and Design Language.
    • Principle: Clean, Light, Open, FastFeels Fast and ResponsiveFocus on Primary TasksDo a Lot with Very LittleFierce Reduction of Unnecessary ElementsDelightful Use of WhitespaceFull Bleed CanvasChad Roberts, Michael Smuga, Albert Shum – Windows Phone UI and Design Language.
    • design principles ≠ design principlesgeneric   project-­specific  
    • Ten Principles for Good Design. 
Dieter Rams.1.  Good design is innovative. !2.  Good design makes a product useful.!3.  Good design is aesthetic.!4.  Good design makes a product understandable.!5.  Good design is unobtrusive.!6.  Good design is honest. ! !!7.  Good design is long-lasting.!8.  Good design is thorough down to the last detail.!9.  Good design is environmentally-friendly.!10. Good design is as little design as possible.!h"ps://www.vitsoe.com/de/ueber-­‐vitsoe/gutes-­‐design  
    • Take-­away.Good design principles...§  ...are project-specific.§  ...describe the targeted User Experience.§  ...inspire you and your team.§  ...offer guidance during product development.§  ...help you take design decisions.
    • à “Straightforward is better than clever.”…help you take design decisions.
    • h"p://www.flickr.com/photos/hoyvinmayvin//  Document ideasand communicate them.2.
    • This is how our deliverables lookto Non-Designers.
    • They are not easy to understand.h"p://www.flickr.com/photos/cannedtuna/  
    • So don’t start here.
    • But sketching can help you to...
    • Take-­away.Advantages of sketches...§  They help you understand the problem.§  ....while working towards the solution.§  Sketching is “cheap“.
    • Involve stakeholders.http://www.flickr.com/photos/hoyvinmayvin//3.
    • Make you ideas tangible.
    • Communicate the big-picture.
    • §  You are faster. Concepts can be discussed earlier.§  “A picture says more than a thousand words.“§  Your stuff look unfinished – because it is.§  It‘s easier to get feedback.§  You can involve your project partners.Take-­away.Advantages of sketches...§  They help you understand the problem.§  ....while working towards the solution.§  Sketching is “cheap“.
    • Design Studio.
    • Take small steps,evaluate and iterate.h"p://www.flickr.com/photos/jeffgamble/  4.
    • Take away.
    • Let Non-DesignersexperienceDesign.Σ
    • Define a common product vision.http://www.flickr.com/photos/hoyvinmayvin/1.
    • Create design prinicples.1b.
    • h"p://www.flickr.com/photos/hoyvinmayvin//  Document ideasand communicate them.2.
    • Involve stakeholders.http://www.flickr.com/photos/hoyvinmayvin//3.
    • Take small steps,evaluate and iterate.h"p://www.flickr.com/photos/jeffgamble/  4.
    • Benefits?Σ
    • These methods are easy toimplement and fast.http://www.flickr.com/photos/psmania//
    • http://www.flickr.com/photos/jeremymates/They are “human friendly“.
    • …and their results are tangible.
    • Design forNon-Designers .Lennart  Hennigs  UX  Camp  Europe  2013  
    • Non-Designers !Design    with    
    • Thank you.
    • Questions?h"p://www.flickr.com/photos/gladius/  
    • T. …lennart.hennigs@telekom.de!!@LennartHennigs!http://www.telekom.com/design!