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101 Things I Learned In Interaction Design School - Web Directions South

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My presentation from Web Directions South in Sydney Oct 2010. …

My presentation from Web Directions South in Sydney Oct 2010.

See also www.ixd101.com

Published in Technology , Education , Design
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  • Right into it
  • (read out)Who knew that?
  • Talk inspired
  • Take that IA’s
  • Won’t find in UX bookI should have learned how to draw a line at Interaction Design SchoolPerhaps I would have learned to draw a line at Interaction Design School, if I had gone to Interaction Design School
  • There was no Interaction Design schoolThere wasn’t even really much designHow many teach you how to draw a line?
  • There was non ixd school,And…Should have been user interface engineerOr usability engineer
  • Or it wanted to be1983XXX usability engineering?
  • We didn’t talk about design.This is HCI / MMI
  • When I returned to Hiser I walked into a debate about “Are we a usability company or are we a design company”I didn’t get itOr course architecture is about engineering and design not engineering vs design
  • NormanPsych 1988 -> design 2002 (post web)XXX build
  • Arhitectures Embraces the fourdiscimplinesAnother example
  • This one not such a 1:1 matchChristopher Alexander talks about this as well if I remember rightly – the path to the reward and glimpses of the reward.
  • So could we write one
  • Could it be writtenTo find out…
  • exercise
  • XXX Quote from Brian Eno
  • anaemic
  • … quality
  • XXX Example from blogIn the book – draw hierarchically
  • Another bookA house is a house is a houseFor us, the pattern of use is still shiftingIs that what we even want?I don’t think we’re at that point. Hard to imagine we will ever be.
  • XXX Example from blog
  • Need wisdomDo we have it. No we have a lack of confidence.Changing job titles. Jockying gurus.Move from engineering to design reflects a maturing of the industry (externally imposed, largely by the web)
  • Move from engineering to design reflects a maturing of the industry (externally imposed, largely by the web)
  • #69
  • Inspired by a suggestion from Dave Malouf (http://davemalouf.com/).
  • NOAt least, I don’t think so.
  • Web design is notIA is notUsability isn’tI say tricky, not hard, because these other activities can be hard if we’re measuring the amount of work.Machine – obvious cause and effect
  • XXX Example from blog
  • Machine – obvious cause and effectPixels get re-usedSame pixel within th same application (let alone across applications) has different purposes.
  • Sometimes I wish our products were made from raw materialsOr that the raw materials we do use were more apparent to us.
  • From Blog
  • Let’s get a few more under our belt?
  • Exactly applies
  • Check it out
  • 90 roll your drawings

Transcript

  • 1. 101 Things I (should have) Learned in Interaction Design School
    Shane Morris (@shanemo)
  • 2. How to draw a line
    1
    101 Things I Learned in Architecture School, Matthew Frederick
  • 3.
  • 4. Design an architectural space to accommodate a specific program, experience , or intent.
    12
    For the drawing and description, see
    “101 Things I Learned in Architecture School” by Matthew Frederick
    http://www.frederickdesignstudio.com/Books/101Things.html
    101 Things I Learned in Architecture School, Matthew Frederick
  • 5. How to draw a line
    1
    101 Things I Learned in Architecture School, Matthew Frederick
  • 6. I didn’t go to Interaction Design School
  • 7. When I started out in this industry…
  • 8. HCI was a science
    amazon.com/Psychology-Human-Computer-Interaction-Stuart-Card/dp/0898598591
  • 9. The 2 disciplines
  • 10. Engineering vs. Design
  • 11. The 4 disciplines
  • 12.
  • 13. Careful anchor placement can generate an active building interior
    For the drawing and description, see
    “101 Things I Learned in Architecture School” by Matthew Frederick
    http://www.frederickdesignstudio.com/Books/101Things.html
    87
    101 Things I Learned in Architecture School, Matthew Frederick
  • 14.
  • 15. To write “101 Things I Learned in Interaction Design School”…
  • 16. ixd101.com
  • 17. Functionality is the enemy of usability
    When you are handed a functional specification, it is easy to take it on face value, and then work hard to make that functionality as usable as possible. If you are really focussed on usability, then your job starts with critiquing the functionality itself.
  • 18. ixd101.com
  • 19. UPDATE – IXD101.COM
    Matt Frederick Calls
    activity
    time
    UXA 2009
    UXA 2010
    WDS 2010
  • 20.
  • 21. The level of detail in your mock-ups should reflect the level of confidence in your design
    Mock-ups are prepared as a way of exploring a particular design problem, and in order to communicate your thoughts on a solution to important stakeholders (i.e. users, clients or developers).
    In the early stages of design, mock-ups should communicate broad concepts and groupings of information or functions. Keeping the details scant at these early stages allows you to progress through iterations quickly and keeps your stakeholders from throwing the baby out with the bath-water by quibbling over colours and button placement.
    As you progress towards a final design, mock-ups should be rendered in increasingly higher fidelity so that the full detail of your approach is exposed
  • 22. Approach vs. Technique
  • 23. The timeless way of…
  • 24. Play tricks, don't wait for a full-house
    Deciding when your design is mature enough to put in front of a client is always difficult. Unfortunately, there is a natural tendency to err on the side of holding off for longer than we should.
    All other things being equal, you should expose your design earlier rather than later - in fact, earlier than you feel comfortable with.
    Even if you have problems with aspects of the design, it is better to bring your stakeholders over to your side of the problem sooner.
    To use an analogy from card games; play your design out in small "tricks" don't wait for a "full house", lest you be left with a hand full of great - but now useless - cards when the project moves on without you.
  • 25. To write “101 Things I Learned in Interaction Design School”…
  • 26. The getting of wisdom
  • 27. The getting of wisdom
    design
    Design
  • 28. Random unsubstantiated hypothesis
    For the drawing and description, see
    “101 Things I Learned in Architecture School” by Matthew Frederick
    http://www.frederickdesignstudio.com/Books/101Things.html
    69
    101 Things I Learned in Architecture School, Matthew Frederick
  • 29. Like buildings, applications break at the joins
    It’s the journey between pages or screens, not the pages and screens themselves, that can cause the most problems for users.
    Plus - problems with the journey are the most expensive problems to fix.
    Design the journey between states first, before designing the states.
  • 30. Have we achieved wisdom in interaction design?
    NO
  • 31. Interaction design is hard!
    www.vintagecalculators.com
  • 32. Separation of action and reaction
    The greater the distance between a user’s action and the system’s reaction, the more you need to emphasise the relationship between the action and the reaction.
    Distance can be measured in space, or in time.
  • 33. Interaction design is hard!
    www.vintagecalculators.com
  • 34. Do you know where your pixels come from?
    Powerhouse Museum Collection
    http://www.powerhousemuseum.com/collection/database/?irn=28769
    Gift of Australian Consolidated Press under the Taxation Incentives for the Arts Scheme, 1985
  • 35. Interaction design is hard…
    BUT we are soft!
  • 36. Architects don’t get to usability test
    “You can use an eraser on the drafting table or a sledge hammer on the construction site.“
    Frank Lloyd Wright
    http://quotesondesign.com/frank-lloyd-wright/
  • 37. Industrial designers don’t get to A/B test
  • 38. Interaction design is hard…
    BUT we are soft!
  • 39. Landmarks help us know where we are going, and where we have been
    When we explore a new city, landmarks break our journey into stages. At each landmark we stop, assess where we’ve been, reorient ourselves, and set out again.
    Landmarks can help with any journey. On a web site, arriving at a page that is markedly different to others marks the end of a stage of the interaction, or the beginning of a new stage.
    Memorable landmarks that stand out from their surrounds help us form a mental model of where we have been, and where else we can go.
  • 40. To write “101 Things I Learned in Interaction Design School”…
  • 41. To write “101 Things I Learned in Interaction Design School”…
    …we need greater confidence
    http://www.cafepress.com.au/jenkramer.145505508#
  • 42.
  • 43. Design with models
    For the drawing and description, see
    “101 Things I Learned in Architecture School” by Matthew Frederick
    http://www.frederickdesignstudio.com/Books/101Things.html
    72
    101 Things I Learned in Architecture School, Matthew Frederick
  • 44.
  • 45. Four new books!
  • 46. Roll your drawings for transport or storage with the image side facing out
    For the drawing and description, see
    “101 Things I Learned in Architecture School” by Matthew Frederick
    http://www.frederickdesignstudio.com/Books/101Things.html
    90
    101 Things I Learned in Architecture School, Matthew Frederick
  • 47. Thank you
    101 Things I Learned in Architecture School
    Matthew Frederick
    Shane Morris
    Automatic Studio
    shane@automaticstudio.com.au
    @shanemo
    Ixd101.com