SlideShare a Scribd company logo
1 of 64
The Digital Home  Designing for the Ten-Foot User Interface. Speakers Brian Kralyevich  . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic  10’ Design principles applied and work examples   BTB029
Overview 01 Remote Control Experience 02 Goals for distance UI 03 Design principles
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.   Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
 
 
 
10’ Design 01 Overview 02 Goals for distance UI 03 Design principles
Goals for creating great distance UI ›  Clean ›  Simple ›  Compelling ›  Consistent ›  Direct Font size,  legibility , readability,  color ,  remote control navigation , resolution,  flicker ,  contrast,  layout , graphics  and  content  all   impact  the  usability  and  design  of  your  application  or  service .
 
 
10’ Design 01 Overview 02 Goals for distance UI 03 General Design principles
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.   ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
5000’  design
25’  100’  200’  design
 
 
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
 
 
 
 
 
Show MCE Start menu
 
Tilting Gallery UI here Combining text focus and tilting
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text   ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
 
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
 
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC   ›  Icons and widgets generally need to be a  little larger for distance viewing
 
Thank you
Q&A | Next Steps Designing for the Ten-Foot User Interface. Blogs http://blog.retrosight.com http://www.thegreenbutton.com
© 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

More Related Content

Similar to The Digital Home: Designing for the Ten-Foot User Interface

Simplifying Massive Changes with a Live Style Guide
Simplifying Massive Changes with a Live Style GuideSimplifying Massive Changes with a Live Style Guide
Simplifying Massive Changes with a Live Style GuideMark Meeker
 
Enterprise UI/UX - design as code
Enterprise UI/UX - design as codeEnterprise UI/UX - design as code
Enterprise UI/UX - design as codeWorks Applications
 
Mobile User Interface Design
Mobile User Interface DesignMobile User Interface Design
Mobile User Interface Designrita
 
Progressive Enchancement: Crafting a Responsive Redesign
Progressive Enchancement: Crafting a Responsive RedesignProgressive Enchancement: Crafting a Responsive Redesign
Progressive Enchancement: Crafting a Responsive RedesignKarin Tracy
 
Designing Windows 8 application - Microsoft Techdays 2013
Designing Windows 8 application - Microsoft Techdays 2013Designing Windows 8 application - Microsoft Techdays 2013
Designing Windows 8 application - Microsoft Techdays 2013Markus Jönsson
 
You’ve Only Got Two Eyeballs: Designing Products for the Responsive Web
You’ve Only Got Two Eyeballs: Designing Products for the Responsive WebYou’ve Only Got Two Eyeballs: Designing Products for the Responsive Web
You’ve Only Got Two Eyeballs: Designing Products for the Responsive WebDavid Sherwin
 
Breaking the Box: Pushing the Boundaries of UX with Drupal
Breaking the Box: Pushing the Boundaries of UX with DrupalBreaking the Box: Pushing the Boundaries of UX with Drupal
Breaking the Box: Pushing the Boundaries of UX with DrupalAcquia
 
Designing for (almost) every device
Designing for (almost) every deviceDesigning for (almost) every device
Designing for (almost) every deviceRos Hodgekiss
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User InterfacesFreerange Future
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User InterfacesKieran Wallis
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User InterfacesKieran Wallis
 
iOS Human Interface Design Guideline Part 1
iOS Human Interface Design Guideline Part 1iOS Human Interface Design Guideline Part 1
iOS Human Interface Design Guideline Part 1Sansern Wuthirat
 
User Experience & Web Product Design
User Experience & Web Product DesignUser Experience & Web Product Design
User Experience & Web Product DesignSteve Hickey
 
R&a round table 2014
R&a round table 2014R&a round table 2014
R&a round table 2014kdoranra
 
Unique but fast make your tizen gui application brilliant
Unique but fast make your tizen gui application brilliantUnique but fast make your tizen gui application brilliant
Unique but fast make your tizen gui application brilliantHermet Park
 

Similar to The Digital Home: Designing for the Ten-Foot User Interface (20)

When Games Go Small
When Games Go SmallWhen Games Go Small
When Games Go Small
 
Simplifying Massive Changes with a Live Style Guide
Simplifying Massive Changes with a Live Style GuideSimplifying Massive Changes with a Live Style Guide
Simplifying Massive Changes with a Live Style Guide
 
Enterprise UI/UX - design as code
Enterprise UI/UX - design as codeEnterprise UI/UX - design as code
Enterprise UI/UX - design as code
 
Michael Kowalski
Michael KowalskiMichael Kowalski
Michael Kowalski
 
Mobile User Interface Design
Mobile User Interface DesignMobile User Interface Design
Mobile User Interface Design
 
User Experience 102
User Experience 102User Experience 102
User Experience 102
 
Progressive Enchancement: Crafting a Responsive Redesign
Progressive Enchancement: Crafting a Responsive RedesignProgressive Enchancement: Crafting a Responsive Redesign
Progressive Enchancement: Crafting a Responsive Redesign
 
When Games Go Small
When Games Go SmallWhen Games Go Small
When Games Go Small
 
Windows 8 design 101
Windows 8 design 101Windows 8 design 101
Windows 8 design 101
 
Designing Windows 8 application - Microsoft Techdays 2013
Designing Windows 8 application - Microsoft Techdays 2013Designing Windows 8 application - Microsoft Techdays 2013
Designing Windows 8 application - Microsoft Techdays 2013
 
You’ve Only Got Two Eyeballs: Designing Products for the Responsive Web
You’ve Only Got Two Eyeballs: Designing Products for the Responsive WebYou’ve Only Got Two Eyeballs: Designing Products for the Responsive Web
You’ve Only Got Two Eyeballs: Designing Products for the Responsive Web
 
Breaking the Box: Pushing the Boundaries of UX with Drupal
Breaking the Box: Pushing the Boundaries of UX with DrupalBreaking the Box: Pushing the Boundaries of UX with Drupal
Breaking the Box: Pushing the Boundaries of UX with Drupal
 
Designing for (almost) every device
Designing for (almost) every deviceDesigning for (almost) every device
Designing for (almost) every device
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User Interfaces
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User Interfaces
 
Designing for Interactive User Interfaces
Designing for Interactive User InterfacesDesigning for Interactive User Interfaces
Designing for Interactive User Interfaces
 
iOS Human Interface Design Guideline Part 1
iOS Human Interface Design Guideline Part 1iOS Human Interface Design Guideline Part 1
iOS Human Interface Design Guideline Part 1
 
User Experience & Web Product Design
User Experience & Web Product DesignUser Experience & Web Product Design
User Experience & Web Product Design
 
R&a round table 2014
R&a round table 2014R&a round table 2014
R&a round table 2014
 
Unique but fast make your tizen gui application brilliant
Unique but fast make your tizen gui application brilliantUnique but fast make your tizen gui application brilliant
Unique but fast make your tizen gui application brilliant
 

More from goodfriday

Narine Presentations 20051021 134052
Narine Presentations 20051021 134052Narine Presentations 20051021 134052
Narine Presentations 20051021 134052goodfriday
 
09 03 22 easter
09 03 22 easter09 03 22 easter
09 03 22 eastergoodfriday
 
Holy Week Easter 2009
Holy Week Easter 2009Holy Week Easter 2009
Holy Week Easter 2009goodfriday
 
Holt Park Easter 09 Swim
Holt Park Easter 09 SwimHolt Park Easter 09 Swim
Holt Park Easter 09 Swimgoodfriday
 
Swarthmore Lentbrochure20092
Swarthmore Lentbrochure20092Swarthmore Lentbrochure20092
Swarthmore Lentbrochure20092goodfriday
 
Eastercard2009
Eastercard2009Eastercard2009
Eastercard2009goodfriday
 
Easterservices2009
Easterservices2009Easterservices2009
Easterservices2009goodfriday
 
Bulletin Current
Bulletin CurrentBulletin Current
Bulletin Currentgoodfriday
 
March 2009 Newsletter
March 2009 NewsletterMarch 2009 Newsletter
March 2009 Newslettergoodfriday
 
Lent Easter 2009
Lent Easter 2009Lent Easter 2009
Lent Easter 2009goodfriday
 
Easterpowersports09
Easterpowersports09Easterpowersports09
Easterpowersports09goodfriday
 
Easter Trading 09
Easter Trading 09Easter Trading 09
Easter Trading 09goodfriday
 
Easter Brochure 2009
Easter Brochure 2009Easter Brochure 2009
Easter Brochure 2009goodfriday
 
March April 2009 Calendar
March April 2009 CalendarMarch April 2009 Calendar
March April 2009 Calendargoodfriday
 

More from goodfriday (20)

Narine Presentations 20051021 134052
Narine Presentations 20051021 134052Narine Presentations 20051021 134052
Narine Presentations 20051021 134052
 
Triunemar05
Triunemar05Triunemar05
Triunemar05
 
09 03 22 easter
09 03 22 easter09 03 22 easter
09 03 22 easter
 
Holy Week Easter 2009
Holy Week Easter 2009Holy Week Easter 2009
Holy Week Easter 2009
 
Holt Park Easter 09 Swim
Holt Park Easter 09 SwimHolt Park Easter 09 Swim
Holt Park Easter 09 Swim
 
Easter Letter
Easter LetterEaster Letter
Easter Letter
 
April2009
April2009April2009
April2009
 
Swarthmore Lentbrochure20092
Swarthmore Lentbrochure20092Swarthmore Lentbrochure20092
Swarthmore Lentbrochure20092
 
Eastercard2009
Eastercard2009Eastercard2009
Eastercard2009
 
Easterservices2009
Easterservices2009Easterservices2009
Easterservices2009
 
Bulletin Current
Bulletin CurrentBulletin Current
Bulletin Current
 
Easter2009
Easter2009Easter2009
Easter2009
 
Bulletin
BulletinBulletin
Bulletin
 
March 2009 Newsletter
March 2009 NewsletterMarch 2009 Newsletter
March 2009 Newsletter
 
Mar 29 2009
Mar 29 2009Mar 29 2009
Mar 29 2009
 
Lent Easter 2009
Lent Easter 2009Lent Easter 2009
Lent Easter 2009
 
Easterpowersports09
Easterpowersports09Easterpowersports09
Easterpowersports09
 
Easter Trading 09
Easter Trading 09Easter Trading 09
Easter Trading 09
 
Easter Brochure 2009
Easter Brochure 2009Easter Brochure 2009
Easter Brochure 2009
 
March April 2009 Calendar
March April 2009 CalendarMarch April 2009 Calendar
March April 2009 Calendar
 

The Digital Home: Designing for the Ten-Foot User Interface

  • 1. The Digital Home Designing for the Ten-Foot User Interface. Speakers Brian Kralyevich . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic 10’ Design principles applied and work examples BTB029
  • 2. Overview 01 Remote Control Experience 02 Goals for distance UI 03 Design principles
  • 3. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 4. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 5. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 6. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 7. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 8. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 9. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 10.  
  • 11.  
  • 12.  
  • 13. 10’ Design 01 Overview 02 Goals for distance UI 03 Design principles
  • 14. Goals for creating great distance UI › Clean › Simple › Compelling › Consistent › Direct Font size, legibility , readability, color , remote control navigation , resolution, flicker , contrast, layout , graphics and content all impact the usability and design of your application or service .
  • 15.  
  • 16.  
  • 17. 10’ Design 01 Overview 02 Goals for distance UI 03 General Design principles
  • 18. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 19. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 20. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 21. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 22. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 23. 25’ 100’ 200’ design
  • 24. 25’ 100’ 200’ design
  • 25. 25’ 100’ 200’ design
  • 26. 25’ 100’ 200’ design
  • 27. 25’ 100’ 200’ design
  • 28. 25’ 100’ 200’ design
  • 30. 25’ 100’ 200’ design
  • 31.  
  • 32.  
  • 33. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 34. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 35. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 36. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 37. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 38.  
  • 39.  
  • 40.  
  • 41.  
  • 42.  
  • 44.  
  • 45. Tilting Gallery UI here Combining text focus and tilting
  • 46. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 47. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 48. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 49. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 50. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 51.  
  • 52. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 53. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 54. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 55. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 56.  
  • 57. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 58. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 59. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 60. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 61.  
  • 63. Q&A | Next Steps Designing for the Ten-Foot User Interface. Blogs http://blog.retrosight.com http://www.thegreenbutton.com
  • 64. © 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.