Design Basics for Nashville Software School (full pres)

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Design Basics for Nashville Software School (full pres)

  1. 1. + Design Basics Nashville Software School Innovative Bootcamp program designed to take you from novice to developer in six months of intensive training and mentoring followed by real project work as an apprentice programmer. http://nashvillesoftwareschool.com/ October 2013
  2. 2. + Agenda  Groups  Good Design?  Hands-on     Thinking: Nashville B-Cycle What did you learn from your user research? Who is a B-Cycle user? What would you do to make things better? How would you do it?  Pitch it!
  3. 3. + Good Design
  4. 4. + Making things better for people.
  5. 5. Functional Intuitive User-oriented Long-lasting Simple
  6. 6. Aesthetic Good Business “Steal like an artist.”
  7. 7. + GROUP EXERCISE Good & Bad
  8. 8. + Persona Personas are archetypes or characters that represent people you are targeting as users.
  9. 9. + User Centered Design
  10. 10. MARY, COMMUNITY ORGANIZER: TRAITS
  11. 11. + GROUP EXERCISE Personas
  12. 12. + GROUP EXERCISE Make things better
  13. 13. + GROUP EXERCISE Paper Prototype
  14. 14. + GROUP EXERCISE Pitch
  15. 15. For your web sites + It all boils down to… 1. Take a deep breath. Step back from your site/app. Walk around the block. Get some sleep. 2. Look at what your site/app from your Persona’s eyes – not yours. 3. Are the elements in the page nicely laid out in an organized pattern? 4. Are the elements consistent across your site? 5. If you introduced something new and original, did you give the user clues as to how it works? 6. Is there a way for your users to get out of a sticky situation? 7. Is content grouped together logically on your pages? 8. Is the text easy to read? 9. Is it easy to spot the emphasized elements on a page or are there so many colors it’s hard to see? 10. Are your pages crowded? Could there be more space between elements? 11. Now put it in front of someone else and see if they can use it.
  16. 16. + Resources Web Sites Free Tools Color Generators  JakobNeilsen  A List Apart  Kuler  Fast Co Design  Color Combos  Smashing Magazine  UX Booth Grid  Golden Grid System(Responsive design)  UX Pond Acute Search  UX Stack Exchange  UI Patterns  Patterny  WebDev Refinery  Twitter Designs  Hongkiat.com(Starter Kits for Web Designers)
  17. 17. + More Resources Books  Don’t Make Me Think, by Steve Krug  Design of Everyday Things, by Don Norman  Steal Like an Artist, by Austin Kleon  About Face 3: The Essentials of Interaction Design by Alan Cooper  Design Is a Job, Mike Monteiro
  18. 18. + THANK YOU!
  19. 19. + Good Design is  Functional  Useful  Intuitive  Well  User-oriented  Engaging  Simple  Efficient  Long-lasting  Good  Aesthetic  Unobtrusive Thought Out Business
  20. 20. + Ten Interactive Design Rules to Believe In 1. Design for Users 2. Follow the Grid 3. Recognition Rather than Recall 4. Law of Proximity 5. Color & Contrast 6. Type (Fonts) Matter 7. White Space is Your Friend 8. Consistency & Standards 9. Test. Test Again 10. Steal Like an Artist* * I did – that’s a title of a book by Austin Kleon

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