Session 3 of my June/July UX1 class at SVC. What is "good design"? What are some UX design guidelines? What role does sketching play in user-centered design? How do we diverge and create ideas, and then refine those ideas?
20. Menus: Example of organizing genre to help the user quickly zoom into what they want.
21. Kickstarter has several groupings here: Information related to a featured project, kickstarter categories, and Seattle
kickstarter projects.
22. Pick an organization principle that makes sense for the content and context. For example, sometimes alphabetical
organization makes sense and sometimes it doesn’t.
37. This site’s structure is broad, deep in some places, narrow in others, and has a single instance of a
third level - (probably) not very good curation of choices.
38. This is a more consistent and guided structure.
39. A sitemap from my colleague Dan Cooney. He can’t just get rid of pages, so he will creates a
hierarchy that will make it easy for the user to narrow down to what they want.
40. How can we make this better?
Eastern Mountain Sports
46. Example: this is a later iteration of a sketch.
It has just enough detail to communicate the core design idea, no more.
47. Since sketches are fast, lo-fi and disposable, they’re perfect for brainstorming, capturing options, and
exploring ideas without getting lost in the details.
51. I needed a responsive menu that works for a big retailer. First, I generated a bunch of ideas and
patterns to make it easier to compare my options.
52.
53. I picked a couple and fleshed them out a little bit.
54. I knew something similar to Option 4 - the off-canvas sliding menu - had worked for Trina Turk.
55. ...but I wasn’t sure how it would work for a site with two levels of hierarchy, so I sketched it out a little
more and refined from there.
70. Studio
If you don’t have a project, find someone who does.
Get on the same page re: project goals.
Pick a key task & sketch for 5 minutes.
Then bring your ideas together & work on it together.