Design Matters

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Design matters, especially on small screen. The growth of mobile enables developers and designers to create consumer apps. Design should not be an afterthought.

Published in: Design, Technology

Design Matters

  1. 1. DESIGN MATTERSUSABILITY NEED NOT CONFLICT WITH AESTHETICS.A HARMONY BETWEEN THE TWO MUST BE FOUND DONALD NORMAN Andi S. Boediman andisboediman@gmail.com @andisboediman
  2. 2. THE CHALLENGE OF EVERYDAY THINGS
  3. 3. THE DESIGN OF EVERYDAY THINGS How to open this door?
  4. 4. THE DESIGN OF EVERYDAY THINGS How to turn on the fire?
  5. 5. THE DESIGN OF EVERYDAY THINGS This is a Mop Sink
  6. 6. THE DESIGN OF EVERYDAY THINGS is this going to happen?
  7. 7. THE DESIGN OF EVERYDAY THINGS or is this more like it?
  8. 8. PRINCIPLES OF DESIGN
  9. 9. MENTAL MODEL mental models are what people really have in their heads and what guides their use of things.
  10. 10. PRINCIPLES OF DESIGN• Make things visible• Provide a good conceptual model • Affordance • Mapping • Constraints • Feedback
  11. 11. VISIBILITY Just by looking the user should know the state of the system & possible actions The correct parts must be visible and they must convey the correct message. Visibility problems occur when clues are lacking or exist in excess Don’t violate these principles to make something “look good”!
  12. 12. AFFORDANCE Just by looking at the object, a user should know how to use it. Make the appropriate actions visible and make the inappropriate actions invisible.
  13. 13. MAPPING Controls and displays should exploit natural mapping. Natural mapping takes advantage of physical analogies and cultural standards. Physical: Steering wheel Cultural: red means stop, green means go.
  14. 14. CONSTRAINTS Constraints limit the ways in which something can be used. Ensure correct procedure by making it impossible to do otherwise.
  15. 15. FEEDBACK Feedback are clues given to the user that they have been successful Good design contains feedback
  16. 16. DESIGN PROCESS
  17. 17. ITERATIVE DESIGN “Iterating is designing and, more specifically, understanding what one is designing through actually creating it. . . . Iterative design also means that until you have actually built what you are designing, you are not going to be able to fully understand it. --Anders Ramsay, http://www.andersramsay.com/2009/03/01/three-reasons-to-start- designing-iteratively“learning by creating” “learning by reworking”
  18. 18. USER CENTERED DESIGNdesign discover define http://www.vinq.com/ucd.html
  19. 19. DESIGN TIPS
  20. 20. USE WHAT’S FAMILIAR
  21. 21. USE WHAT’S FAMILIAR
  22. 22. USE WHAT’S FAMILIAR
  23. 23. RULE OF THUMB
  24. 24. SIMPLIFY! SIMPLIFY! SIMPLIFY!
  25. 25. SIMPLIFY! SIMPLIFY! SIMPLIFY!
  26. 26. SIMPLIFY! SIMPLIFY! SIMPLIFY!
  27. 27. LESS IS MOREMIES VAN DER ROHE DESIGN MATTERS Andi S. Boedimanandisboediman@gmail.com @andisboediman

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