Open Studio
       Re-thinking interface design
Joe Baskerville, Eleanor Rudge, Sita Vickery
                   Cogapp
Outline
   Decreasing complexity
   Some good and bad UI
2 case studies ICA and Tate
    Mobile first manifesto
UI
A user interface is the system by which people interact with a machine/system

                   Allow the users to manipulate a system

               Indicate the effects of the users' manipulation
Decreasing complexity
Some good and bad UI
Good design...
...Is as little design as possible.

         Dieter Rams
1996   1998   1999   2000




2004   2007   2010   2012
2 case studies ICA and Tate
Mobile first manifesto
Re-think teams; maximise collaboration.

Make things that work; prototype early

(Maybe) start from a mobile screen; focus
down your feature set, what is going to make
the most impact on users. It’s harder to
remove things than add things.

Iterate; Sprints can help weed out
unnecessary features.

Cogapp Open Studios 2012 - Rethinking Interfaces

  • 1.
    Open Studio Re-thinking interface design Joe Baskerville, Eleanor Rudge, Sita Vickery Cogapp
  • 2.
    Outline Decreasing complexity Some good and bad UI 2 case studies ICA and Tate Mobile first manifesto
  • 3.
    UI A user interfaceis the system by which people interact with a machine/system Allow the users to manipulate a system Indicate the effects of the users' manipulation
  • 4.
  • 11.
  • 12.
    Good design... ...Is aslittle design as possible. Dieter Rams
  • 23.
    1996 1998 1999 2000 2004 2007 2010 2012
  • 25.
    2 case studiesICA and Tate
  • 34.
  • 35.
    Re-think teams; maximisecollaboration. Make things that work; prototype early (Maybe) start from a mobile screen; focus down your feature set, what is going to make the most impact on users. It’s harder to remove things than add things. Iterate; Sprints can help weed out unnecessary features.

Editor's Notes

  • #2 \n
  • #3 \n
  • #4 Goals are: Make it as easy to get stuff in. Minimise undesired outs.\n
  • #5 \n
  • #6 \n
  • #7 \n
  • #8 \n
  • #9 minimal car interface\nsteer, gear, stop. how fast, how far.\n
  • #10 not minimal\n
  • #11 power user interface\n
  • #12 things we would normally associate with user interface, icons\nthese really have to work with the mainstream\n
  • #13 we thought this was a good example of the context of the interface\n\nin this case it make perfect sense.\n
  • #14 in this suitablility of interface is all wrong. it’s clear what it’s supposed to represent, but very fiddly to use.\n
  • #15 \n
  • #16 JB story of video editors big wheel \n
  • #17 \n
  • #18 \n
  • #19 T3 pocket transitor radio (1958) -Deiter Rams\n
  • #20 bad\n
  • #21 good hidden complexity, you could use this with no screen (after it’s set up)\n\nbuttons have pulled up essential tools to use everyday. like, dont like volume, skip, power\n
  • #22 \n
  • #23 \n
  • #24 1998\n\ncram everything on a page. text based for reduced bandwith.\n
  • #25 feels the same, but massively reduced in complexity. focus on images. \n\nfocus on search. departments hidden behind mega menu\n
  • #26 1998\n
  • #27 2002\n
  • #28 2005\n
  • #29 2011\n
  • #30 now\n
  • #31 \n
  • #32 \n
  • #33 \n
  • #34 \n
  • #35 show website at this point\n
  • #36 \n
  • #37 \n
  • #38 \n
  • #39 \n
  • #40 \n
  • #41 \n
  • #42 \n
  • #43 \n