Learn the fundamentals of Maintenance Connection with this course that covers the basics of the system. Get an overview of basic system usage including navigation, system layout, applications and modules.
What are UI Design Patterns?
These are highly important tools designers use while implementing UI/UX concepts to their products.
UI Design Patterns are recurring solutions to common problems in user interface design.
This presentation walks you through what is meant by UI Design Pattern?
What are the benefits of using UI Design Patterns?
Along with a few examples of UI Design Patterns.
In my presentation we will talk about what is User Experience (UX) and why it is important nowadays.
Also we will briefly talk about Usability of a product and how to contact some easy Usability tests.
Finally we will learn the 10 Heuristics of Nielsen and revers-engineer our way back to designing thoughtful User Interfaces (UI) based on those rules of thumb.
Disclaimer: I am not a UX researcher or expert! I am a UX enthusiast. I am trying to study and learn as much as I can about UX (workshop, seminars, uni classes, articles etc.) and all I am trying to de here is to make people understand the importance of it, through what I have learned so far.
Learn the fundamentals of Maintenance Connection with this course that covers the basics of the system. Get an overview of basic system usage including navigation, system layout, applications and modules.
What are UI Design Patterns?
These are highly important tools designers use while implementing UI/UX concepts to their products.
UI Design Patterns are recurring solutions to common problems in user interface design.
This presentation walks you through what is meant by UI Design Pattern?
What are the benefits of using UI Design Patterns?
Along with a few examples of UI Design Patterns.
In my presentation we will talk about what is User Experience (UX) and why it is important nowadays.
Also we will briefly talk about Usability of a product and how to contact some easy Usability tests.
Finally we will learn the 10 Heuristics of Nielsen and revers-engineer our way back to designing thoughtful User Interfaces (UI) based on those rules of thumb.
Disclaimer: I am not a UX researcher or expert! I am a UX enthusiast. I am trying to study and learn as much as I can about UX (workshop, seminars, uni classes, articles etc.) and all I am trying to de here is to make people understand the importance of it, through what I have learned so far.
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
this presentation is prepared by me and by friend @alina dangol. This is basically the slide related to the design of a system, how to generate forms & reports, about normal forms as well as file organization
Zeeto Tech Exchange: Design for Scalability - UXZeetoSlides
Zeeto is a technology platform that makes online properties and mobile apps money by asking their visitors smart questions and using their answers to display high-value ads.
The Zeeto Tech Exchange is a leading San Diego tech community group that meets on a monthly basis to discuss, debate and network. "Design for Scalabality" was presented in February 2017.
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
this presentation is prepared by me and by friend @alina dangol. This is basically the slide related to the design of a system, how to generate forms & reports, about normal forms as well as file organization
Zeeto Tech Exchange: Design for Scalability - UXZeetoSlides
Zeeto is a technology platform that makes online properties and mobile apps money by asking their visitors smart questions and using their answers to display high-value ads.
The Zeeto Tech Exchange is a leading San Diego tech community group that meets on a monthly basis to discuss, debate and network. "Design for Scalabality" was presented in February 2017.
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3. Course objectives:
• Explain the process of designing forms and reports and
deliverables for their creation.
• Apply general guidelines for formatting forms and report
• Explain the process of designing interfaces and dialogues
and deliverables for their creation
4. Course objectives:
• Design human computer dialogues including the use of
dialogue diagramming
• Discuss interface design guidelines unique to the design
of Internet-based electronic commerce systems
5. Introduction
In the system design phase, there is designing the human
interface and the databases. We are going to look at the
guidelines to follow when designing the human computer
interface.
To begin with, we will describe the process of designing
forms and Reports and provide guidance on the deliverables
produced during this process.
6. Designing Forms and Reports
A form:
A business document that contains some predefined data
and may include some areas where additional data are to
be filled in; typically based on one data base record.
A report:
A business document that contains only predefined data;
it’s a passive document used only for reading or viewing;
typically contains data from many unrelated record or
transaction.
7. The Process of Designing Forms and
Reports
Designing forms and reports is a user focused activity and
follows a prototyping approach.
During this process, questions; Who, Where, What, When
and How should be answered:
• Who will use the form and report?
• What is the purpose of the form or report?
• When is the form and report needed and used?
8. • Where does the form or report need to be delivered
and used?
• How many people needed to use or view the form or
report?
9. Deliverables and Outcomes
In the case of designing forms and reports, design
specifications are the major deliverables and are inputs to
the system implementation and operation phase.
Design specifications have three sections:
• Narrative overview
• Sample Design
• Testing and Usability assessment
10. Formatting Forms and Reports
Guidelines for Designing Forms and Reports:
• Use meaningful titles
• Include meaningful information
• Design an easy navigation system
Forms and Reports are created through a prototyping
process. Created designs may be stand-alone/ integrated
into actual working systems.
11. The Purpose of the prototyping process:
• It shows users what a form or a report will look like
when the system is implemented.
• The outcome of this activity is the creation of a
specification document.
• Performance testing and usability assessments may
also be included in the design specification.
13. Guidelines for designing forms
and reports
The following are guidelines for designing forms and
reports:
• Use meaningful titles
• Include meaningful information
• Balance the layout
• Design an easy navigation
• Clearly show how to move forward and backward
15. Highlighting Information:
Highlighting can be a valuable technique for conveying
special information:
• Notifying users of errors in data entry or processing.
• Providing warnings to users regarding possible problems,
such as unusual data values or an unavailable device
• Drawing attention to keywords, commands, high-priority
messages, and data that have changed or gone outside
normal operating ranges.
16. • Blinking and audible tones
• Color differences
• Intensity differences
• Size differences
• Font differences
Methods of Highlighting
17. Methods of Highlighting
• Reverse video
• Boxing
• Underlining
• All capital letters
• Offsetting the position of non-standard information
18. Designing interfaces and
dialogues.
Designing interfaces
When designing interfaces, one has to consider the
guidelines for structuring data-entry fields, providing
feedback and designing online help.
An effective interface design requires a thorough
understanding of the following concepts.
19. 1. Designing layouts
When designing lay-outs you should consider :
• Using standard formats for computer-based forms similar to
paper-based forms.
• The design of between-field navigation
• Grouping data fields into logical categories that are labeled
• Consistency and flexibility
20. 2. Structuring data entry
Guidelines to be considered when structuring data-entry
fields.
• Never request data that are already online or that can be
computed.
• Always provide default values when appropriate.
• Make clear the type of data units requested for entry.
• Use character replacement when appropriate.
21. More guidelines to consider when structuring data entry fields.
• Always place a caption adjacent to fields.
• Provide formatting examples when appropriate.
• Automatically justify data entries.
• Provide context-sensitive help when appropriate.
22. 3. Controlling data input
One of the objectives of interface design is reducing data-
entry errors.
Types of data errors
• Appending
• Truncating
• Transcripting
• Transposing
23. 4. Providing feedback
When designing system interfaces, providing feedback
makes a user’s interaction more enjoyable.
The 3 types of system feedback:
• Status information
• Prompting cues
• Error and warning messages
24. 5. Providing help
When designing help, you need to put yourself in the user’s
place.
Guidelines for designing system help:
• Simplify
• Organize
• Show
25. Designing human computer
dialogue
Dialogue is a sequence of interaction between a
user and system.
Human computer dialogue is a conversation agent.
Designing dialogue is a process of designing
sequence that user follow to interact with a
system.
26. Guidelines for designing the
human computer dialogue
• Shortcut and sequence
• Feedback
• Error handling
• Ease
• closure
27. Steps for designing the dialogue:
Designing the dialogue has three steps, namely:
• Designing the dialogue sequence
• Building prototype
• Assessing usability
28. General Guidelines for
Designing web interfaces
Web’s single “click to start”method of loading static
hypertext documents(ie. most buttons on the web
do not provide click feedback)
Limited capabilities of most web browsers to
support finely grained user interactivity
Limited agreed_upon standards for encoding
web content and control mechanisms
Lack of maturity of web scripting and programming
languages as well as limitations in commonly used web GUI component
libraries
29. Common errors when designing
the interface and dialogues of web
sites
Opening new browser window
Breaking or slowing down the back button
Complex URLS
Scrolling navigation pages
Lack of navigation support
Hidden links
Links that don’t provide enough information
Buttons that provide no click feedback
30. Interface design guidelines for
electronic commerce systems
Menu-driven navigation with cookie crumbs
Light weight graphics
Forms and data integrity rules
Template-based HTML