The document discusses designing content management systems. It provides guidance on designing systems with purpose, user types, and content models in mind. Key recommendations include designing for different user types, including content creators, developing a detailed content model that identifies content types and relationships, and using principles of visual hierarchy when designing system components and contexts. The overall message is that careful planning and design of systems helps ensure usability and manage complexity.
The Rules module can be used to automate simple and complex tasks on your Drupal site without programming. Learn how to use standard Rules features to modify content, notify users, or redirect URLs. Then we will look at how Rules integrates with other Drupal modules like Flag and Views to provide even more power. We will see how Rules provides amazing flexibility to customize your site.
The Omega Drupal 7 Base Theme is a highly configurable HTML5/960 grid base theme that uses built-in media queries to make the site responsive. Each zone (group of regions) can be configured for content first layouts, that resize and rearrange themselves depending on the screen size of the user's device.
The presentation will walk-through the theory behind Omega's mobile-first approach, how to use the many configuration options on the theme settings page and pitfalls to avoid.
Additional Resources, Tips & Tricks & How-to can be found here:
http://www.kendallsdesign.com/blog/omega-theme-responsive-design-resources
Web services are a treasure trove of tools, content and data. I'll be exploring how we can use Drupal's frameworks to tap into these services. From strategy and selecting the right approach, to triggering, encoding and sending HTTP messages, I'll walk through how you might go about writing a custom integration that puts your Drupal build into a conversation with the outside world. I'll follow up with real world examples I've built to interact with NASA's ECHO Earth science data service (http://earthdata.nasa.gov/echo) and the Agile Zen project management tool (http://agilezen.com).
Sandboxes for the code demoed in this session are available at:
* ECHO - http://drupal.org/sandbox/dbassendine/1829568
* AgileZen - http://drupal.org/sandbox/dbassendine/1828082
Presented by David Bassendine on 10/27/2012 at Drupalcamp Atlanta (https://www.drupalcampatlanta.com/session/talking-web-services).
The Rules module can be used to automate simple and complex tasks on your Drupal site without programming. Learn how to use standard Rules features to modify content, notify users, or redirect URLs. Then we will look at how Rules integrates with other Drupal modules like Flag and Views to provide even more power. We will see how Rules provides amazing flexibility to customize your site.
The Omega Drupal 7 Base Theme is a highly configurable HTML5/960 grid base theme that uses built-in media queries to make the site responsive. Each zone (group of regions) can be configured for content first layouts, that resize and rearrange themselves depending on the screen size of the user's device.
The presentation will walk-through the theory behind Omega's mobile-first approach, how to use the many configuration options on the theme settings page and pitfalls to avoid.
Additional Resources, Tips & Tricks & How-to can be found here:
http://www.kendallsdesign.com/blog/omega-theme-responsive-design-resources
Web services are a treasure trove of tools, content and data. I'll be exploring how we can use Drupal's frameworks to tap into these services. From strategy and selecting the right approach, to triggering, encoding and sending HTTP messages, I'll walk through how you might go about writing a custom integration that puts your Drupal build into a conversation with the outside world. I'll follow up with real world examples I've built to interact with NASA's ECHO Earth science data service (http://earthdata.nasa.gov/echo) and the Agile Zen project management tool (http://agilezen.com).
Sandboxes for the code demoed in this session are available at:
* ECHO - http://drupal.org/sandbox/dbassendine/1829568
* AgileZen - http://drupal.org/sandbox/dbassendine/1828082
Presented by David Bassendine on 10/27/2012 at Drupalcamp Atlanta (https://www.drupalcampatlanta.com/session/talking-web-services).
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You’ll walk away having learned how words influence behavior, how products and services have used language for behavior change, and having tools for thinking about language and behavior change in the work you do.
Spend the day letting words use you, so you can go back to work to use them with renewed wisdom.
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In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
This was a workshop I gave at http://csforum.eu in 2011.
DESIGNING NARRATIVE CONTENT
---------------------------------------
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This workshop will discuss how to create a content strategy for narrative content. We'll explore how to tailor your content, as well as your editorial workflows, for different devices and audiences. We'll use Treesaver, an open-source content layout framework to illustrate narrative content principles.
Publishing usually comes at the end of your content strategy, but by orchestrating your process for narrative content, you can ensure your stories, news, product descriptions, and more will be tailored for your audience wherever they are.
What you’ll learn
How to optimise workflow, production, and deployment for narrative content.
How to use the technology behind narrative content.
How to customise content for different contexts.
Talk at the UAlberta Students Design Association onDesign series about user experience, what it is, and how upcoming visual and industrial designers can get involved in UX.
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What if we were truly open to the language in our cities, our neighborhoods, our city blocks? What is our environment telling us to do?
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You’ll walk away having learned how words influence behavior, how products and services have used language for behavior change, and having tools for thinking about language and behavior change in the work you do.
Spend the day letting words use you, so you can go back to work to use them with renewed wisdom.
Ten minute presentation that attempts to distill a handful of IxD14 talks down into 30 second snippets then questions what it means when people say design is part art and part science. Special thanks to the legends: Bernard Lahousse, Christina Wodtke, Klaus Krippendorff, Stephanie Akkaoui Hughes, Giles Colborne, Dan Rosenberg, Irene Au, Peter Bil’ak, Antonio de Pasquale, Jason Mesut and Dave Malouf.
Getting Personal: Do Personas Help or Hinder Content Design? Kelly Wondracek
Personas are tricky things. While their intent is to understand a user and effectively speak to their needs, they can often lead us astray if we’re not careful. Under the hood, there are often misunderstandings, missed opportunities, and wonky assumptions.
This presentation reflects about lessons learned through audience targeting, particularly in the realm of UX content strategy. How do we avoid personal biases and pave the way for sincere empathy? Is it better to be broad or specific? Is it even possible to assess the unique needs of everyone who will be experiencing your product or design?
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
This was a workshop I gave at http://csforum.eu in 2011.
DESIGNING NARRATIVE CONTENT
---------------------------------------
How can you be sure your content reaches the largest audience possible? By designing content for all contexts, that will reach your audience via any device, any phone, any laptop, anywhere.
This workshop will discuss how to create a content strategy for narrative content. We'll explore how to tailor your content, as well as your editorial workflows, for different devices and audiences. We'll use Treesaver, an open-source content layout framework to illustrate narrative content principles.
Publishing usually comes at the end of your content strategy, but by orchestrating your process for narrative content, you can ensure your stories, news, product descriptions, and more will be tailored for your audience wherever they are.
What you’ll learn
How to optimise workflow, production, and deployment for narrative content.
How to use the technology behind narrative content.
How to customise content for different contexts.
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16. DESIGNING SYSTEMS
FUNDAMENTALS
‣ Design on purpose
‣ Design for user types
‣ Design with a content model
‣ Hierarchy, Hierarchy, Hierarchy!
17. Plans are of little importance, but
planning is essential. — WINSTON CHURCHILL
Photo by Cecil Beaton, at 10 Downing Street, London, in 1940
18. Photo by R. D. Ward
As we know, There are known knowns. There are
things we know we know. We also know there are
known unknowns. That is to say, we know there
are some things we do not know.
— DONALD RUMSFELD
19. Photo by R. D. Ward
But there are also unknown unknowns,
the ones we don’t know we don’t know.
— DONALD RUMSFELD
20. DESIGNING ON PURPOSE
‣ Why does this site exist?
‣ Who would miss it if it goes away? Why?
‣ What opportunities does this website
present or create?
‣ What problems can ONLY be solved via
this website?
21. TEAM WORK!
Get at least the designer, developer,
project manager and product owner in a
room together, ask questions, take notes!
23. STATEMENT OF
DESIGN INTENT
‣ Keeps things on track when they’re going
off the rails
‣ Generates big ideas
‣ Helps simplify complexity
‣ Helps communicate and facilitate
organizational change
24. SETTING GOALS
‣ Be sure to identify both user goals and
organizational goals!
‣ Find ways to make them measurable
25. DESIGNING ON PURPOSE
‣ Knowing the unknowns
‣ Asking why
‣ Understanding & establishing goals
‣ Having a star to sail your ship by
27. USER TYPES
‣ Identify each type of user who will use
the site.
‣ Document the kinds of tasks each type of
user will likely want to do on the site.
‣ Ask if those tasks remain the same for
each type on mobile, tablets and desktop.
What changes?
30. THINK LIKE A CREATOR!
Put yourself in the shoes of the content
creators early and often and you will
better understand the correct structure
of the content, produce better designs,
and increase your likelihood for a
successful project and a happy client!
32. THE CONTENT MODEL
A detailed map of all the types of content
your project needs, the discrete attributes
that make up each content type, the
relationships between them, and the
contexts through which they’re displayed.
33. “
A content model helps clarify requirements
and encourages collaboration between the
designers, the developers creating the CMS,
and the content creators.
— RACHEL LOVINGER
34. CREATING A CONTENT
MODEL FOR DESIGN
‣ Audit Current Content
‣ Identify Content Types & Attributes
‣ Identify Relationships
‣ Identify Contexts
35. CONTENT AUDIT
‣ What’s there now?
‣ What’s going to get tossed?
‣ What’s going to be new?
36. CONTENT TYPES
‣ A discreet type of content (e.g. blog
post, event, recipe, etc.)
‣ The attributes that make up that type
of content (e.g. a recipe might have a
title, ingredients, lead description, full
description, preparation, etc.)
37. CONTENT TYPES
‣ Divorced from placement
‣ Watch for patterns
38. CONTENT TYPE GOALS!
‣ What types of users is this content for?
‣ What are the key questions for each user
type this content answers?
40. CONTEXTS
A context provides conditions and reactions
based upon a defined criteria. Conditions
might be things like sections, content types
or user types. Reactions might be things like
display a list of these attributes from a
particular type of content in a particular
section of the markup.
42. CONTEXTS
A context is a display that includes
discreet parts from various pieces and/or
types of content, displayed conditionally
based on things like relationships.
44. COMPONENT HIERARCHY
‣ List out all the components displayed
within a given type or context.
‣ Assign a 1, 2 or 3 to each component.
‣ Evaluate your 1’s, 2’s and 3’s against
your key questions for each type or
context.
46. COMPONENT HIERARCHY
‣ The more components you have, the
harder to keep the client from assigning
a 1 or 2 to LOTS of things.
‣ Iterate on the fly with the client. In
round one, don’t worry even if they give
everything a 1. Keep iterating until 10%
or less are a 1 for any screen.
57. GESTALT & OTHER
FUNDAMENTALS
‣ position ‣ contrast
‣ proportion ‣ color
‣ proximity ‣ isomorphism
‣ symmetry ‣ unity
‣ similarity ‣ pause
‣ alignment
58. THE PSYCHOLOGY OF VISUAL
HIERARCHY
Gestalt psychology was founded by Max
Wertheimer in 1912 and expanded upon by
others like Kurt Koffka.
Gestalt psychology is based on the observation
that we often experience things that are not a
part of our simple sensations.
88. Aoccdrnig to rscheearch at Cmabrigde
uinervtisy, it deosn't mttaer waht oredr the
ltteers in a wrod are, the olny iprmoetnt tihng
is taht the frist and lsat ltteres are at the rghit
pclae. The rset can be a tatol mses and you can
sitll raed it wouthit a porbelm. Tihs is bcuseae
we do not raed ervey lteter by it slef but the
wrod as a wlohe.
89. According to a research at Cambridge
University, it doesn't matter in what order the
letters in a word are, the only important thing
is that the first and last letter be at the right
place. The rest can be a total mess and you can
still read it without problem. This is because
the human mind does not read every letter by
itself but the word as a whole.
90. Surprise amplifies our
“
emotional response.
When we anticipate a moment, the
emotional response is diluted across time.
A moment of surprise compresses emotion
into a split second, making our reaction
more intense, and creating a strong
imprint on our memory.
- AARRON WALTER // DESIGNING FOR EMOTION