[Wiki] created: UserInterfaceDesign
Chuck Hagenbuch <[email protected]>
| Newsgroups | gmane.comp.horde.cvs |
|---|---|
| Message-ID | <[email protected]> |
chuck Wed, 31 Dec 2008 13:25:51 -0500 Created page: http://wiki.horde.org/UserInterfaceDesign + Horde User Interface Design [[toc]] Notes and potential procedures for good design. Currently all from http://www.lukew.com/ff/ ++ Design Consideration http://www.lukew.com/ff/entry.asp?754 * Pattern Recognition: allows us to identify relationships within information. (the data). * Story Telling: gives us a way to organize data into something meaningful by focusing on a big idea and supporting messages (the synthesis). * Visual Hierarchy: gives us a way to tell the story effectively (the means). * Empathy: allows us to make the story memorable and impactful (the meaning). ++ Local factors http://www.lukew.com/ff/entry.asp?752 * Connection speed (broadband penetration) * Index size (scale of local language content available) * Task behaviors (bargaining in shopping) * Infrastructure (transportation, electricity) * Language characteristics (left to right, right to left, alphabetic vs. non, length) * Desktop penetration * Mobile penetration * Literacy rates * Demographics (age skew) * Cultural symbols (icon semiotics) * Visual conventions (color associations) * Work conventions * Cultural dimensions * Expected visual density ++ Sketches http://www.lukew.com/ff/entry.asp?747 # In some organization, developers are doing design. How can we deal with this? # Parallel design: have several developers attempt to solve the problem at the same time. Parallel design means we get to hear from everybody # 5 Sketches: saturate the design space, mash up the ideas, get to a pretty good solution, analyze it, and deliver a written statement http://www.lukew.com/ff/entry.asp?749 # We are taught to think that drawing is about making things look realistic. # But drawing is really about getting ideas down on a page. Think of it as another vocabulary that enables discussion. http://www.lukew.com/ff/entry.asp?748 # Clients want great experiences and they want them fast # Traditionally designers use wireframes to explore designs but they only focus on a single page of the experience at a time. # We need a process to explore ideas without getting bogged down in unnecessary detail. It needs to reveal the best of multiple options and gets everyones input and buy-in. # Sketching: explore and find lots of ideas (exploratory sketching) or gain convergence (refinement sketching). http://www.lukew.com/ff/entry.asp?750 * Use quick sketches in the early stages of a project * Ensure you do lots of sketches so many ideas come forward * Discuss and edit the sketches collaboratively * Build consensus and buy-in through this process ++ Swimlanes http://www.lukew.com/ff/entry.asp?745 # UX swimlanes outline a birds eye view of a story, scenario, or component for sponsors, designers, businesses, and engineers. -- To unsubscribe, mail: [email protected]