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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 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
35. 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.
Editor's Notes
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Goals are: Make it as easy to get stuff in. Minimise undesired outs.\n
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minimal car interface\nsteer, gear, stop. how fast, how far.\n
not minimal\n
power user interface\n
things we would normally associate with user interface, icons\nthese really have to work with the mainstream\n
we thought this was a good example of the context of the interface\n\nin this case it make perfect sense.\n
in this suitablility of interface is all wrong. it’s clear what it’s supposed to represent, but very fiddly to use.\n
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JB story of video editors big wheel \n
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T3 pocket transitor radio (1958) -Deiter Rams\n
bad\n
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
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1998\n\ncram everything on a page. text based for reduced bandwith.\n
feels the same, but massively reduced in complexity. focus on images. \n\nfocus on search. departments hidden behind mega menu\n