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Presentation transcript:

Categories of MM Applications Advertising Presentations Marketing tools Education Courseware Kiosks Simulations Edutainment Consumer titles Kids’ books Varia Custom productions Plurality of MM Development Roles Management Executive Producer Producer Project Manager Design Creative Director Information Designer Interface Designer Production Artist Programmer

Development Process Proposal Contract Design Prototype Acceptance! Production Debugging Testing Evaluation Maintenance Final product! But it is not the whole story…

Let’s play Design!

0. Who needs design?

1 — One-sentence description Identify the human activity you will support Identify the user Identify the usability (levels of support) Identify the basic levels of solution Design a cash-operated machine for quick, easy purchase of railway tickets by train passengers

2 — Know thy audience Describe in a detailed way the “typical user(s)” Why is she interested in your application What is the problem she wants to solve Her educational background Her experience with high-tech Her assumptions, beliefs, preoccupations Her hopes and fears Her background on the subject you work on The context in which the application will be used You HAVE TO get this right! If you fail everywhere else, this can save you

2 — Observe thy users Typical customer purchasing a ticket studies the train departures mentally notes time and platform number for next train stands in line at ticket counter on reaching counter, states destination and travel type receives quote for price ticker pays money chats about the weather receives ticket and change walks over to drink machine inserts money presses button for black coffee... McCracken Chapter 3 has a good introduction

3 — To include or not to include? That’s the decision... Realize early that you cannot cover everything Decide in advance when to call it “good” Enumerate the resources you will need Research “what’s out there” Estimate the available time... and plan accordingly

4 — Find a good metaphor... “real world” object, event, thing that your audience is familiar with Operating System: office desktop (MacOS) Electronic mail: air mail (Eudora) Painting: painter’s palette (Fractal Designer) Database: organizing cards (HyperCard) Writing: typewriter (Word) Animation: theatrical stage (Director) More on metaphores later…

5 — Make it easy to navigate If it is difficult to use, it will not be used (simple, huh?) User needs to know: where am I? where have I been? who am I? where can I go from here? how can I get there? is there life after death? ;-) Care about Usability More on Navigation later…

6 — Encourage interaction. Early! Get them to do something early on, not just sit back and watch — click, type, select … Think of the novice user Give them a short, well laid-out, to the point, introduction Think of the advanced user give them a way to skip introduction Specialized help for every screen Follow Chinese wisdom: I hear and forget; I see and remember; I Do and Understand! KISS!!

7 — Don’t get it original; get it right! Design screen grids Be consistent in the screen design Minimize administrative debris Use icons Brief text — reading from screen is difficult Scrolling is evil Try serifs and non-serifs Use meaningful lines Be forgiving Break the rules, but only when you know how and why you follow them “Talent imitates, but genius steals” T.S.Eliot

8 — THINK before implementing (but DO change to improve) Novices always flunk this… Don’t be defensive; don’t be romantic The good news: The second time is easier... and the third, a piece of cake! Keep documentation!! (or waste your time) Keep versions! (or mess it up and lose it) When you think you are done, either redo the whole think from scratch (recommended) declare the current version “beta”

9 — Test, evaluate, test, test, test Test at several times of production Ultimate testers are typical users Listen; don’t argue Watch testers quietly; their navigating experience says a lot Do they get confused easily? Do they use help often? Do they find the solution quickly? McCracken Chapter 8 explores testing

DC Trains

10 — The Finishing Touches Checked for typos? grammatical errors? Do text & graphics match? All buttons work? All scripts work without crashing? Do alert & dialog boxes work? Provides forgiving/cancel options? Do links connect correctly? Screen transition consistent? Is video/sound/animation timing acceptable? Does it work across platform? Needs installation on various machines? Obtain copyrights? legal notices? logos? What is the smallest & best machine configuration? Need accompanying extensions? other s/w? Need folder placement? aliases placed? Checked for VIRUSES? registration? installation note? “read me first” file? Has supporting WWW site?

Case Study

Case Studies

For Example… Use Grids Avoid admin debris Choose icons carefully

Software Life Cycle Conception precise specification of the project Incubation design of the project Birth implementation and coding according to design; debugging Growth testing to make sure it conforms with specifications Maturity maintenance of the software