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Why Should You Care? (How can you participate?)
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Presentation that I held October 10, 2011 at the European Organisation Design Forum meeting in Frankfurt, Germany. See my blog for more information about the meeting.
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Intel Developer Forum 2011 lecture session with:
Anna Claiborne
ODCA WG Chair, ODCA & Product Manager Security Services, Terremark
Ravi Subramaniam
Lead Technical Facilitator, ODCA & Principal Engineer, Intel
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Overview:
Why Should You Care? (How can you participate?)
1st Release Introduction
Usage Topics Discussion
Ecosystem Opportunities and Engagement
Effectively capturing and managing requirements is critical in any IT project. Business analysts and others gathering requirements know how to capture and document processes, data and user tasks. But what about the decisions at the heart of your business? How can you effectively identify, document and model the repeatable, operational decisions crucial to success with business rules and predictive analytics? In this webinar we will share practical advice developed from real-world customer projects.
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Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
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Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
1. May, 2009
Understanding Interaction Design
David Rondeau, Design Chair
InContext Design
david.rondeau@incontextdesign.com Karen Holtzblatt, CEO
Hugh Beyer, CTO
Twitter: dbrondeau
2. What is Interaction Design?
Interaction Design (IxD) is the discipline of defining the
behavior of products and systems that a user can interact
with.
Interaction design defines the behavior (the "interaction")
of an artifact or system in response to its users.
-from IxDA.org
Just the basics: designing how people interact with a
screen
3. The Design Process
1. Identify the goal or problem to be addressed
2. Use available design materials
3. In accordance with the “laws of design”
4. To create potential solutions
5. Then evaluate and iterate
4. Think of it like Legos
1. Identify the goal or problem
2. Use available design materials
3. According to ―laws of design‖
4. Build
5. Evaluate and iterate
5. First, understand the problem
For all stakeholders
System
At each level of the design
Understan Screen
d
Goals
Criteria
Header Title
Constraints Loremipsumdolore quid
alora fugit nisi
veniamverosedsciurusquis
dolor autemblandit in
Component
diamveroesseipsumdolore
quid alora
Technology Control
6. Using the raw materials
Line
Text
Controls
Structure
There are more, but this is the foundation
7. Use existing building blocks and paradigms
Controls
Allow user to control system Control
Buttons, checkboxes, and text entry fields
Components Header Title
Collection of controls and information that Loremipsumdolore quid
support an activity
alora fugit nisi
veniamverosedsciurusquis
dolor autemblandit in
Component
diamveroesseipsumdolore
quid alora
News, Alerts, Manage list
System structures
Collection of screens, sections, and
components Screen
Search, Dashboard, Navigation
Interaction paradigms
The input method used to access an interface
System
Web hyperlinks, drag and drop, ―soft‖ buttons,
touchscreen
8. According to principles of design: Structure
Relationship
Between controls, components, and
sections
Clear hierarchy of elements
Prominence
Important elements are obvious and
easy to find
Secondary elements are ignorable
until I need them
There should be one area of primary
focus
Structure is CRITICAL
10. Relationship and Prominence
Header Section System Nav Simple Search
1st Level Nav
2nd Level Nav
Primary Content Filter Related Section
Section
Featured summary item
Ad
Call to
action
Summary item
Secondary actions and info
Call to
action
Summary item
Secondary actions and info
Call to
action
Summary item Most Popular
Content
Secondary actions and info
Call to
action
Summary item
Secondary actions and info
Call to
action Summary item
Secondary actions and info Recommended
Content
Call to
action
Summary item
Secondary actions and info
Call to
action
Summary item Featured Content
Secondary actions and info
12. Principles of design: Interaction
Usability
System is easy and efficient to use
Learnability
Easy to learn—complicated manual should not be required
Even highly technical users prefer easy to learn
Credibility
Trust earned through use over time
Navigability
Always know where you are
And easily get where you need
15. Principles of design: Quality
Simplicity
All controls and content are necessary
Based on user, business, or technology
Always ask yourself, ―Is this content necessary?‖
Consistency
Structure
Interaction paradigms and controls
Style and usage of elements
Labels and instructions
Alignment
18. Simplicity
“A designer knows he has achieved perfection not when there is nothing left to add, but
when there is nothing left to take away.”—Antoine De Saint-Exupery
22. What makes a design “good”?
Satisfies the problem
Achieves the stated design goals
Meets given design criteria
Works within known business and technology constraints
Addresses key issues from customer data
According to our key design principles
Relationship
Prominence
Navigability
Simplicity
Consistency
Good design requires good design decisions
How do we make good design decisions?
23. Start at the top
Always tackle higher level problems first
27. Make trade-offs
Don’t be
consistent when
there is a good
reason to be
inconsistent
28. Use clear, explicit design reasoning
Always know what you don’t know
Don’t make design choices and trade-offs when you don’t have all
the information
Don’t make design decisions based on guesses
Clearly articulate and explain your reasoning
If you can’t explain the design clearly, how can you evaluate
if it’s ―good‖?
Be willing to be wrong
Validate your ideas and iterate
Test in paper with stakeholders
29. When evaluating a design
You are evaluating the design decisions made:
Look at what the design is actually solving—not just what it was
supposed to solve
Assess how well problems are satisfied according to the key
design principles
Determine if higher-level problems still need to be addressed
Examine the trade-offs that were made
Evaluate “goodness” of
Your company’s designs
Competitor’s designs
Building blocks and paradigms you want to ―borrow‖
34. Quick summary
1. Identify the goal or problem to be addressed
For all stakeholders, at each level of design
2. Use available design materials
Line, text, controls, structure
Existing building blocks and paradigms
3. In accordance with the “laws of design”
Relationship, prominence, navigability, simplicity, consistency
4. Create potential solutions by making “good” design
decisions
Start at the top
Make trade-offs
Use clear, explicit design reasoning
5. Then evaluate and iterate