producing design solutions

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Producing Design Solutions Media Design course Autumn 2016

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Producing Design ���Solutions

Media Design course

Autumn 2016

INDEX

1. Introduction

2. Understanding Users

4. UI design Patterns

5. UI Elements Design

6. UI Aesthetics

3. Information Architecture

1. INTRODUCTION

What is a User Interface

1. INTRODUCTION

That part of a computer system with which a user interacts in order to undertake her tasks and achieve her goals.

Stone, Jarrett et. al., 2001

What is a User Interface

1. INTRODUCTION

Image by Kapil Gohel https://en.wikipedia.org/wiki/Wearable_computer#/media/File:Apple_Watch-.jpg

Graphical User Interface (GUI)

1. INTRODUCTION

A GUI allows the use of icons or other visual indicators to interact with electronic devices, rather than using only text via the command line

Graphical User Interface (GUI)

1. INTRODUCTION

Gesture based interfaces

http://static.lukew.com/TouchGestureGuide.pdf

1. INTRODUCTION

Gesture based interfaces

https://commons.wikimedia.org/wiki/File:Gesture_Recognition.jpg

A mental model represents a person’s thought process for how something works (i.e., a person’s understanding of the surrounding world). Mental models are based on incomplete facts, past experiences, and even intuitive perceptions. They help shape actions and behavior, influence what people pay attention to in complicated situations, and define how people approach and solve problems.

Mental model

Carey (1989)

2. UNDERSTANDING USERS

Implementation model

Cooper, Reimann and Cronin (2007)  

The representation of how a machine or a program actually works

2. UNDERSTANDING USERS

Also called the represented model, is the way designers choose torepresent the working of the program to the user.

Conceptual model

One of the most important goals of the designer should be to make the represented model match the mental model of users as closely as possible.

2. UNDERSTANDING USERS

2. UNDERSTANDING USERS

Interface Metaphors

If the product’s conceptual model doesn’t match the user’s mental model, then the user will find the product hard to learn and use.

Conceptual model & mental model mismatch

UI PRINCIPLES / STRUCTURE

This mismatch leads to:

•  Slow performance•  Errors•  Frustration

2. UNDERSTANDING USERS

Conceptual model & mental model mismatch

The structural design of information systems, interactive services and user

experiences.

3. INFORMATION ARCHITECTURE

IA main components: !

•  Organization schemes and structures

•  Labeling systems

•  Navigation systems

•  Search systems 

The organization, search, and navigation systems that help people to

complete tasks, find what they need, and understand what they’ve found

3. INFORMATION ARCHITECTURE

Information Ecology

Rosenfeld and Morville (2002)  

Context

UsersContentDocuments/data types,

content objects, volume,

existing structure

Business goals, funding, politics, culture technology, resources and constraints

Audience, tasks, needs,

information seeking,

behavior, experience

3. INFORMATION ARCHITECTURE

IA Research Methods

•  Generative: gathering user input on the organization and labeling of

content

•  Evaluative: determining whether people can correctly find things in

an organizational structure we’ve created

 

4. UI DESIGN PATTERNS

A pattern describes an optimal solution to a common problem within a specific context. !

Design patterns

“Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of solution a million times over, without ever doing it the same way twice”

Alexander et al. (1977)

Why using Patterns?

•  Avoid reinventing the wheel

•  Learn from expert designers

•  Promote a familiar user experience for end users

•  Free up designers to do innovative leading-edge work

4. UI DESIGN PATTERNS

Organizing the content: Dashboards

https://www.fitbit.com

Arrange data displays into a single information-dense page, updated regularly. Show users relevant, actionable information, and let them customize the display as necessary.

4. UI DESIGN PATTERNS

Getting around: Sign-in tools

https://www.headspace.com/

4. UI DESIGN PATTERNS

Using social media: sharing widgets

Image from http://ui-patterns.com/patterns/auto-sharing

•  Use when you want social sharing to be an integrated part of the flow.

•  Do not use when information shared is personal or sensitive – when the user would be reluctant to share the content in the first place.

4. UI DESIGN PATTERNS

Affordances & signifiers

Image by Victor Kaptelinin

5. UI ELEMENTS DESIGN

The term affordance was proposed by James Gibson (1977) to denote action possibilities provided to the actor by the environment.

Affordances & signifiers

Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing or bouncing. When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed.

Norman (1988)

5. UI ELEMENTS DESIGN

Affordances & signifiers

Affordances define what actions are possible. Signifiers specify how people discover those possibilities: signifiers are signs, perceptible signals of what can be done. Signifiers are of far more importance to designers than are affordances.

Norman (2013)

http://blog.teamtreehouse.com/affordances-web-design

5. UI ELEMENTS DESIGN

Affordances & signifiers

Image by Twitter user setharyImage by Flickr user Jodiepedia

5. UI ELEMENTS DESIGN

https://webdesign.tutsplus.com/articles/a-comprehensive-introduction-to-grids-in-web-design--cms-26521

6. UI AESTHETICS

Layout

https://developer.android.com/design/index.html

6. UI AESTHETICS

Color

6. UI AESTHETICS

Color

https://www.moves-app.com/

https://almaujudy.files.wordpress.com/2015/05/screen-shot-2015-05-31-at-10-02-18-am.png

Icons

6. UI AESTHETICS

Typography

http://blog.invisionapp.com/4-tips-on-typography-in-ui-design/

6. UI AESTHETICS

Functional animations

https://vimeo.com/126783967

6. UI AESTHETICS

https://vimeo.com/127066642

FURTHER READINGS

This material uses Creative Commons License

Recognition – Share alike.

Alexander, C. (1977). A pattern language: towns, buildings, construction. Oxford University Press.

Alexander, C. (1979). The timeless way of building (Vol. 1). New York: Oxford University Press.

Brown, Dan M. Communicating design: developing web site documentation for design and planning. New Riders, 2010.

Carey, S. (1986). Cognitive Science and Education. American Psychologist, 41 (10), p1123-30

Cooper, A., Reimann, R., & Cronin, D. (2007). About Face 3: The Essentials of Interaction Design. Indianapolis, IN: Wiley Publishing, Inc.

Crumlish, C., & Malone, E. (2009). Designing social interfaces: Principles, patterns, and practices for improving the user experience. " O'Reilly Media, Inc.".

Gibson, J. (1977): The theory of affordances. In: Shaw, Robert and Bransford, John (eds.). "Perceiving, Acting and Knowing". Hillsdale, USA: Lawrence Erlbaum

Krug, S. (2005). Don't make me think: A common sense approach to web usability. Pearson Education India.

FURTHER READINGS

This material uses Creative Commons License

Recognition – Share alike.

Norman, D. A. (1988): The Psychology of Everyday Things. New York, Basic Books

Norman,D. A. (2008): Signifiers, not affordances. In Interactions,15 (6) pp. 18-19

Norman, D., & Wadia, B. (2013, June). 39.1: Invited Paper: The Next Touch Evolution Advancing the Consumer Experience in Other Realms: Tasks and Tough Environments. In SID Symposium Digest of Technical Papers (Vol. 44, No. 1, pp. 541-543). Blackwell Publishing Ltd.

Payne, Stephen J. (2003): Users' Mental Models: The Very Ideas. In: Carroll, John M. (eds). "HCI Models, Theories, and Frameworks" Morgan Kaufman Publishers .

Raskin, J. (2000). The humane interface: new directions for designing interactive systems. Addison-Wesley Professional.

Rosenfeld, L., & Morville, P. (2002). Information architecture for the world wide web. " O'Reilly Media, Inc.".

Stone, D., Jarrett, C., Woodroffe, M., & Minocha, S. (2005). User interface design and evaluation. Morgan Kaufmann.

Tidwell, J. (2010). Designing interfaces. " O'Reilly Media, Inc.".