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1The Trouble WithAll Those BoxesDesigning for ecosystems andpeople instead of screens andpages@shoobe01 #mLearnCon
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8―Im as interested in "channels"as a thing when designingecosystems as I am in pageswhen reading a book.‖– Andrea Resmini@...
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13―What we’re doing is trying totranslocate information, and allthe machine does is impair thatprocess. Possibly infinitel...
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19• Design for Every Screen• Mobile is More• Design for Failure
20• Design for Every Screen• Mobile is More• Design for Failure
21Mobile First?
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30Design for Every ScreenBlueprint• Goals, objectives of the business• Legacy systems, business constraints• Put users on ...
31• Design for Every Screen• Mobile is More• Design for Failure
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33Wrong
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35―…inequality is where theopportunities/challenges fordesign really are.‖– Andrea Resmini@resmini
36Every platform is a unique andspecial snowflake.
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41Mobile is MoreBranch Design to Platforms• Pick your platforms• Mark/strike interactions for each platform• Design by wid...
42• Design for Every Screen• Mobile is More• Design for Failure
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45―when these subsystems arecombined into largersystems, we enter the world ofnon-linear dynamics, complexinteractions, ch...
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52Resilience Design Method:1. Evaluate by widget2. Determine user tolerance3. Rate by severity
53Design for FailureEvaluate, avoid, fix• Evaluate each component for pitfalls• Detrmine user tolerance• Rate severity, ri...
54Philosophy, Not Process
55Contact me for consulting, design, tofollow up on this deck, or just to talk:Steven Hoobersteven@4ourth.com+1 816 210 04...
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57Every platform is fragmented
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The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens

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The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so.

During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. You’ll learn principles and tactics for building multi-user, multi-platform experiences and you’ll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms.

In this session, you will learn:

How to recognize and avoid pitfalls in your project development, UX design, and development practices
To design your digital products as universal, extensible services and ecosystems
The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur
How to branch design to address platform-specific features, capabilities, and expectations

Published in: Technology, Business
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The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens

  1. 1. 1The Trouble WithAll Those BoxesDesigning for ecosystems andpeople instead of screens andpages@shoobe01 #mLearnCon
  2. 2. 2
  3. 3. 3
  4. 4. 4
  5. 5. 55
  6. 6. 66
  7. 7. 7
  8. 8. 8―Im as interested in "channels"as a thing when designingecosystems as I am in pageswhen reading a book.‖– Andrea Resmini@resmini
  9. 9. 99
  10. 10. 10
  11. 11. 11
  12. 12. 12
  13. 13. 13―What we’re doing is trying totranslocate information, and allthe machine does is impair thatprocess. Possibly infinitely. Youhave a choice over where itgoes, and that’s it.‖– Martin Geddes@hypervoice
  14. 14. 1414
  15. 15. 1515
  16. 16. 16
  17. 17. 1717
  18. 18. 1818
  19. 19. 19• Design for Every Screen• Mobile is More• Design for Failure
  20. 20. 20• Design for Every Screen• Mobile is More• Design for Failure
  21. 21. 21Mobile First?
  22. 22. 22
  23. 23. 23
  24. 24. 2424
  25. 25. 25
  26. 26. 26
  27. 27. 27
  28. 28. 28
  29. 29. 29
  30. 30. 30Design for Every ScreenBlueprint• Goals, objectives of the business• Legacy systems, business constraints• Put users on the paper• Task flow/Storyboard/ID/IA/… Concept• Platform agonstic < - > Every platform
  31. 31. 31• Design for Every Screen• Mobile is More• Design for Failure
  32. 32. 3232
  33. 33. 33Wrong
  34. 34. 3434
  35. 35. 35―…inequality is where theopportunities/challenges fordesign really are.‖– Andrea Resmini@resmini
  36. 36. 36Every platform is a unique andspecial snowflake.
  37. 37. 37
  38. 38. 3838
  39. 39. 3939
  40. 40. 40
  41. 41. 41Mobile is MoreBranch Design to Platforms• Pick your platforms• Mark/strike interactions for each platform• Design by widget/module• Embrace polymorphism• Design for re-use
  42. 42. 42• Design for Every Screen• Mobile is More• Design for Failure
  43. 43. 4343
  44. 44. 44
  45. 45. 45―when these subsystems arecombined into largersystems, we enter the world ofnon-linear dynamics, complexinteractions, chaotic behavior —and often, disastrous non-resilience...‖– Michael Mehaffytectics.com
  46. 46. 46
  47. 47. 47
  48. 48. 4848
  49. 49. 49
  50. 50. 50
  51. 51. 5151
  52. 52. 52Resilience Design Method:1. Evaluate by widget2. Determine user tolerance3. Rate by severity
  53. 53. 53Design for FailureEvaluate, avoid, fix• Evaluate each component for pitfalls• Detrmine user tolerance• Rate severity, risk• Can you avoid the issue?• Can you mitigate the issue?
  54. 54. 54Philosophy, Not Process
  55. 55. 55Contact me for consulting, design, tofollow up on this deck, or just to talk:Steven Hoobersteven@4ourth.com+1 816 210 045@shoobe01shoobe01 on:www.4ourth.com
  56. 56. 56
  57. 57. 57Every platform is fragmented

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