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Designing InterfacesJennifer TidwellResumo do primeiro capítulo
Conheça o usuário porque ele não é você.".. good design doesnt start with pictures. It   starts with an understanding of p...
Primeiro as coisas primeiras.. "The first step in designing an interface is figuring   out what its users are really tryin...
Primeiro as coisas primeiras.. “Maybe youre good at building forms that ask  for just the right information, with the righ...
O básico da pesquisa com usuários“To get a design started, youll need to characterize  the kind of people who will use wha...
O básico da pesquisa com usuários“Some methods to consider:- Direct observation (interview);- Case studies (give you deep ...
O básico da pesquisa com usuários“But if you dont have time for formal methods, its  better to just meet a few users infor...
O que motiva o usuário a aprender?".. how much openness in there in the interface? Too   little and your users fell trappe...
Os padrões  1- safe exploration  When you design almost any kind of    software interface, make many    avenues of explora...
Os padrões 2- instant gratification People like to see immediate results    form the actions they take, its    human natur...
Os padrões 3. satisficing People are willing to accept "good    enough" instead of "best" if    learning all the alternati...
Os padrões 4. changes in midstream Make choices available. 5. deferred choices Dont accost the user with too    many upfro...
Os padrões 6. incremental construction Keep the interface responsive to    quick changes and saves. When good tools suppor...
Os padrões 7. habituation “That gesture works everywhere    else; why doesnt it work here,    too?” Consistency across app...
Os padrões 9. prospective memory "Im putting this here to remind     myself to deal with it later.“ Prospective memory is ...
Os padrões 10. streamlined repetition ".. users sometimes find themselves      having to perform the same      operation o...
Os padrões 11. keyboard only Some people have real physical    trouble using a mouse. Keyboard-only usage is particularly ...
Os padrões 12. other peoples advice People are social. As strong as our    opinions may sometimes be,    what our peers th...
;)sabineas@gmail.com@sabineas
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Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

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Trabalho para disciplina Design de Interfaces.

Pós graduação em design de interação / Instituto Faber Ludens.

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Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

  1. 1. Designing InterfacesJennifer TidwellResumo do primeiro capítulo
  2. 2. Conheça o usuário porque ele não é você.".. good design doesnt start with pictures. It starts with an understanding of people: what theyre like, why they use a given piece of software, and how they might interact with it.“[Um bom design não começa com imagens. Começa com um entendimento de pessoas: o que elas gostam, porque usariam determinado software e como elas podem interagir com isso.]"What vocabulary of words, icons, and gestures does the user expect to use?“ [Que ‘vocabulário’ de palavras, ícones e gestos eles esperam usar?]
  3. 3. Primeiro as coisas primeiras.. "The first step in designing an interface is figuring out what its users are really trying to accomplish.“ [O primeiro passo para desenhar uma interface é perceber o que os usuários realmente tentarão executar. ] "Asking the righy questions can help you connect user goals to the design process. Users and clients typically speak to you in terms of desired features and solutions, not of needs and problems.“ [Fazer as perguntas certas pode te ajudar a conectar as necessidades do usuário ao processo de design. Usuários e clientes costumam tratar com você sobre as funcionalidades e soluções que desejam, não sobre necessidades e problemas]
  4. 4. Primeiro as coisas primeiras.. “Maybe youre good at building forms that ask for just the right information, with the right information, with the right controls, all laid out nicely. But the real art of interface design lies in solving the right problem.” [Talvez você seja bom em montar formulários que formulam as perguntas certas, com as informações e controles certo, tudo perfeitamente organizado. Mas a real arte de ‘desenhar’ interfaces consiste em resolver o problema certo]
  5. 5. O básico da pesquisa com usuários“To get a design started, youll need to characterize the kind of people who will use whatever you design.Learn:- Their goals;- The specific task;- The language and words they use to describe what theyre doing;- Their skill at using software similar.”[Aprenda: seus objetivos, as tarefas mais específicas, a linguagem e termos comumente utilizados para descrever o que eles estão fazendo e seus conhecimentos ao usar software similares. ]
  6. 6. O básico da pesquisa com usuários“Some methods to consider:- Direct observation (interview);- Case studies (give you deep detailed views into a few representative users or groups of users);- Surveys (do it carefully. You absoluted must wirete the questions correctly, pick the survey recipients correctly, and analyze the answers correctly and thats a science);- Personas (.. Create a fictional person that captures the most important aspects of the users in that group)”
  7. 7. O básico da pesquisa com usuários“But if you dont have time for formal methods, its better to just meet a few users informally that not do any discovery at all.” Mantra: qualquer pesquisa é melhor do que nenhuma pesquisa.
  8. 8. O que motiva o usuário a aprender?".. how much openness in there in the interface? Too little and your users fell trapped and unsatisfied; too much and they stand there paralyzed, not knowing what to do next, unprepared to that level of interaction.[.. Quanta abertura há na interface? Muito pouca e os usuários se sentirão aprisionados e insatisfeitos; demais e eles ficarão paralizados, sem saber o que fazer em seguida, despreparados para este nível de interação. ]".. how much effort are your users willing to spend to learn your interface? Its easy to overestimate.”[.. Quanto esforço seus usuários estão dispostos a fazer para aprender sua interface? É fácil superestimar]
  9. 9. Os padrões 1- safe exploration When you design almost any kind of software interface, make many avenues of exploration available for user to experiment with, whitout costing the user anything.[Amplie as possibilidades de exploração e experimentação dainterface , sem custos.]
  10. 10. Os padrões 2- instant gratification People like to see immediate results form the actions they take, its human nature. The need to support instant gratification has many design ramifications. For instance, if you can predict the first thing a new user is likely to do, then you should design the UI to make that first thing stunningly easy.[Feedback imediato e gratificante para as ações imediatas]
  11. 11. Os padrões 3. satisficing People are willing to accept "good enough" instead of "best" if learning all the alternatives might cost time or effort. Make labels short, plainly worded, and quick to read. Use the layout of the interface to communicate meaning. Make it easy to move around the interface, especially for going back to where a wrong choice might have been made hastily.[Simplicidade e abertura para diferentes perfis de uso.]
  12. 12. Os padrões 4. changes in midstream Make choices available. 5. deferred choices Dont accost the user with too many upfront choices in the first place. On the forms that he does have to use, clearly mark the required fields, and dont make too many of them required. Make it possible for users to return to the deferred fields later, and make them accessible in obvious places.[Fácil de achar, de ir e voltar, de mudar de idéia]
  13. 13. Os padrões 6. incremental construction Keep the interface responsive to quick changes and saves. When good tools support creative activities, the activities can induce a state of "flow" in the user.[ah, the flow.. ]
  14. 14. Os padrões 7. habituation “That gesture works everywhere else; why doesnt it work here, too?” Consistency across applications is important. 8. spatial memory People may expect to find similar functionality in similar places.[um dos princípios heurísticos: consistência e padrões]
  15. 15. Os padrões 9. prospective memory "Im putting this here to remind myself to deal with it later.“ Prospective memory is a well-known phenomenon in psychology that doesnt seem to have gained much traction yet in interface design. But I think it should. As a designer, is there anything positive you can do for prospective memory?[read it later: http://readitlaterlist.com/]
  16. 16. Os padrões 10. streamlined repetition ".. users sometimes find themselves having to perform the same operation over and over again."[pesquisas de usabilidade mostram quais açõescostumam se repetir durante o uso. As pessoas nãopercebem ou comentam isso naturalmente. ]
  17. 17. Os padrões 11. keyboard only Some people have real physical trouble using a mouse. Keyboard-only usage is particularly important for data-entry applications[A tecnologia touchscreen permitiu que alguns atalhospudessem ser substituidos por gestos]
  18. 18. Os padrões 12. other peoples advice People are social. As strong as our opinions may sometimes be, what our peers think tends to influence us. Not all applications and software systems can accommodate a social component, and not all should try. If the task is creative, maybe you can encourage people to post their creations for the public to view.[Viva a xoxomidia!]
  19. 19. ;)sabineas@gmail.com@sabineas

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