[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 everyone’s 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 bird’s eye view of a story, scenario, or  
component for sponsors, designers, businesses, and engineers.

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