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Design principles philopsohy of ux -Whitney Hess
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Design principles philopsohy of ux -Whitney Hess

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Whitney Hess - www.whitneyhess.com

Whitney Hess - www.whitneyhess.com

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  • 1. Design Principles:The Philosophy of UX Whitney Hess @whitneyhess http://whitneyhess.com whitney@whitneyhess.com
  • 2. Hi, I’m Whitney Hess User Experience Designer Consultant New Yorker @whitneyhess
  • 3. stakeholder interviewsweb analytics storyboards sketching surveys A/B testing prototyping flow diagrams What we usually talk about when we talk about UX wireframes scenarios sitemaps personas card sorts heuristic evaluationusability testing user research
  • 4. User Experience is the establishment of a philosophy about how to treat people
  • 5. Visual Design is the establishment of a philosophy about how to make an impact
  • 6. Principles ofVisual Design
  • 7. Contrast
  • 8. Emphasis
  • 9. Variety
  • 10. Balance
  • 11. Proportion
  • 12. Repetition
  • 13. Movement
  • 14. Texture
  • 15. Harmony
  • 16. Unity
  • 17. Why principles? Consistency. Constraints. Shared vision.Objective evaluation.
  • 18. good design goodexperience
  • 19. goodL e t ’s design do t ht o ge is the r = ! good experience
  • 20. Principles ofExperience Design
  • 21. Principles of Experience Design 1. Stay out of people’s way. 2. Create a hierarchy that matches people’s needs. 3. Limit distractions. 4. Provide strong information scent. 5. Provide signposts and cues. 6. Provide context. 7. Use constraints appropriately. 8. Make actions reversible. 9. Provide feedback. 10. Make a good first impression.
  • 22. 1. Stay out of people’s way
  • 23. 1. Stay out of people’s way
  • 24. 1. Stay out of people’s way
  • 25. 2. Create a hierarchy thatmatches people’s needs
  • 26. 2. Create a hierarchy thatmatches people’s needs
  • 27. 2. Create a hierarchy thatmatches people’s needs
  • 28. 3. Limit distractions
  • 29. 3. Limit distractions
  • 30. 3. Limit distractions
  • 31. 4. Provide stronginformation scent
  • 32. 4. Provide stronginformation scent
  • 33. 4. Provide stronginformation scent
  • 34. 5. Provide signposts and cues
  • 35. 5. Provide signposts and cues
  • 36. 5. Provide signposts and cues
  • 37. 6. Provide context
  • 38. 6. Provide context
  • 39. 6. Provide context
  • 40. 7. Use constraints appropriately
  • 41. 7. Use constraints appropriately
  • 42. 7. Use constraints appropriately
  • 43. 8. Make actions reversible
  • 44. 8. Make actions reversible
  • 45. 8. Make actions reversible
  • 46. 9. Provide feedback
  • 47. 9. Provide feedback
  • 48. 9. Provide feedback
  • 49. 10. Make a good first impression
  • 50. 10. Make a good first impression
  • 51. 10. Make a good first impression
  • 52. Logos consistency, logic Persuasion Ethos Pathoscredibility, trust emotions, imagination
  • 53. Knowledge consistency, logic Purpose Ethics Empathycredibility, trust emotions, imagination
  • 54. Areuniversal principles enough?
  • 55. Design principles forcompanies you know
  • 56. “Ten principles that contributeto a Googley user experience” Focus on people – their lives, their work, their dreams. Every millisecond counts. Simplicity is powerful. Engage beginners and attract experts. Dare to innovate. Design for the world. Plan for today’s and tomorrow’s business. Delight the eye without distracting the mind. Be worthy of people‘s trust. Add a human touch.
  • 57. “Ten principles that contributeto a Googley user experience” Focus on people – their lives, their work, their dreams. Every millisecond counts. Simplicity is powerful. Engage beginners and attract experts. Dare to innovate. Design for the world. Plan for today’s and tomorrow’s business. Delight the eye without distracting the mind. Be worthy of people’s trust. Add a human touch. http://www.google.com/corporate/ux.html
  • 58. Facebook Design Principles Universal. Human. Clean. Consistent. Useful. Fast. Transparent.
  • 59. Facebook Design Principles Universal. Human. Clean. Consistent. Useful. Fast. Transparent. http://www.facebook.com/note.php?note_id=118951047792
  • 60. Windows User Experience Design PrinciplesReduce concepts to increase confidence.Small things matter, good and bad.Be great at “look” and “do”.Solve distractions, not discoverability.UX before knobs and questions.Personalization, not customization.Value the life cycle of the experience.Time matters, so build for people on the go.
  • 61. Windows User Experience Design PrinciplesReduce concepts to increase confidence.Small things matter, good and bad.Be great at “look” and “do”.Solve distractions, not discoverability.UX before knobs and questions.Personalization, not customization.Value the life cycle of the experience.Time matters, so build for people on the go. http://msdn.microso.com/en-us/library/dd834141.aspx
  • 62. Burning ManKeep good company.Notice the ordinary.Preserve the ephemeral.Design not for the elite but for the masses.Explain it to a child.Get lost in the content.Get to the heart of the matter.Never tolerate “OK anything.”Remember your responsibility as a storyteller.Zoom out.Switch.Prototype it.Pun.Make design your life… and life, your design.Leave something behind.
  • 63. Charles and Ray Eames Keep good company. Notice the ordinary. Preserve the ephemeral. Design not for the elite but for the masses. Explain it to a child. Get lost in the content. Get to the heart of the matter. Never tolerate “OK anything.” Remember your responsibility as a storyteller. Zoom out. Switch. Prototype it. Pun. Make design your life… and life, your design. Leave something behind. http://www.amazon.com/Fieen-ﬔings-Charles-Ray-Teach/dp/193031700X
  • 64. Burning Man Radical Inclusion. Giing. Decommodification. Radical Self-reliance. Radical Self-expression. Communal Effort. Civic Responsibility. Leaving No Trace. Participation. Immediacy.
  • 65. Burning Man Radical Inclusion. Giing. Decommodification. Radical Self-reliance. Radical Self-expression. Communal Effort. Civic Responsibility. Leaving No Trace. Participation. Immediacy. http://www.burningman.com/whatisburningman/about_burningman/principles.html
  • 66. ﬔe Starbucks Experience Make it your own. Everything matters. Surprise and delight. Embrace resistance. Leave your mark.
  • 67. ﬔe Starbucks Experience Make it your own. Everything matters. Surprise and delight. Embrace resistance. Leave your mark. http://www.starbucksexperience.net/excerpts.html
  • 68. What areyour company’s principles?
  • 69. Steps to Craing YourOwn Design Principles1. Research available principles for competitors and related organizations (even aspirational)2. Gather, list and print out the business goals, user needs and brand attributes3. Brainstorm with key collaborators across capabilities and functions4. Narrow down to no more than 10, preferably 75. Ensure they don’t conflict or overlap6. Ensure they’re pithy and memorable
  • 70. 1. Does it come directly from research?2. Does it help you say ‘No’ most of the time?3. Does it distinguish your design from your competitors’?4. Is it something you might reverse in a future release?5. Have you evaluated it for this project?6. Is its meaning constantly tested? http://www.uie.com/articles/creating-design-principles/
  • 71. When to Use YourDesign Principles1. During the project kickoff meeting2. When prioritizing features3. Brainstorming sessions4. Design critiques5. Stakeholder presentations6. Resolving conflict7. Postmortems8. Web metrics analysis
  • 72. User Experience is the establishment of a philosophy about how to treat people
  • 73. Bathroom mirrorSeaport Boston Hotel
  • 74. Help peoplemake theirlives better
  • 75. ﬔank you. Whitney Hess @whitneyhess http://whitneyhess.comwhitney@whitneyhess.com