CS 4963: UI Design Interaction Design, Part 2. Today: What is Interaction Design, anyways? How do we do interaction design? – Fundamentals and Building.

Slides:



Advertisements
Similar presentations
User Experience Krista Van Laan. Agenda What is User Experience? How does a User Experience team support the rest of the organization? What processes.
Advertisements

R005 Creating an interactive product Type of product and Software Choice.
Rapid Prototyping Dimensions and terminology Non-computer methods
Chapter 12 INTERACTION DESIGN IN PRACTICE. Overview AgileUX Design Patterns Open Source Resources Tools for Interaction Design
CS 4963: UI Design Interaction Design, Part 1. Today: What is Interaction Design, anyways? How do we do interaction design? – Fundamentals and Building.
SIMS 202 Information Organization and Retrieval Prof. Marti Hearst and Prof. Ray Larson UC Berkeley SIMS Tues/Thurs 9:30-11:00am Fall 2000.
Mark Nelson Alessandro Canossa Design documents Spring 2011
SFMOMA-DAM Digital Asset Management System San Francisco Museum of Modern Art Margo Dunlap, Thoreau Lovell, Joanna Plattner SIMS 213 May 1, 2001.
Rapid Prototyping Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development February 25, 1999.
HCI revision lecture. Main points Understanding Applying knowledge Knowing key points Knowing relationship between things If you’ve done the group project.
What is Web Design The term “web design” has come to encompass a number of disciplines, including: Visual (graphic) design User interface and experience.
Story Boards. Creating and using storyboards Storyboards are an essential tool when designing websites. They help keep developers and graphic artists.
Why planning? In order to make a successful project good communication is key! The process of planning and designing a project involves many people from.
CS 4963: UI Design (or you are possibly in the wrong room)
CS 3724: Introduction to Human Computer Interaction Chris North Jason Lee Szu-Chia Lu.
Competitive Analysis Lesson 5 0. Agenda 5.1Product Description and Paper Prototype Revisions 5.2Project Planning 5.3 Competitive Analysis and Pricing.
Software Engineering: A Practitioner’s Approach, 7/e Chapter 2 Prescriptive Process Models copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc.
What is Design? Why does it matter? David Vronay Research Manager Windows UI Strategy Microsoft, Inc.
Software Project Planning CS470. What is Planning? Phases of a project can be mostly predicted Planning is the process of estimating the time and resources.
The UX Connection Driving Innovation on an Agile Project Hugh Beyer Cohealo.
DMS 546/446 INTERFACE DESIGN AL LARSEN – SPRING 2008 PAPER PROTOTYPING Lecture draws from multiple sources, including: Jakob Nielsen, Shawn Medero (
Guidelines and Prototypes CS774 Human Computer Interaction Spring 2004.
HCI 특론 (2010 Spring) Low-fi Prototyping. 2 Interface Hall of Shame or Fame? Amtrak Web Site.
What is a sketch? Chapter 1.2 addendum Sketching User Experiences: The Workbook.
Introduction to Interactive Media The Interactive Media Development Process.
UML & Prototyping. What is a prototype? A prototype is a small-scale model. It can be (among other things): a series of screen sketches a storyboard,
Moodle (Course Management Systems). Blogs In this Lecture, we’ll cover how to use blogs, blog capablilities and efficive blog practices.
Prof. James A. Landay University of Washington Autumn 2008 Rapid Prototyping November 10, 2008.
5. Planning.
Software Specification and Design Sirisin Kongsilp & James Brucker.
© ALEXANDRE CUVA  VERSION 2.00 Test Driven Design.
Interaction Design CMU. Today’s objectives Continue Design approaches (UCD, ACD)  User-Centered Design  Activity-Centered Design.
Technovation Incorporating Feedback Week 4. Check-in: paper prototype By now, your paper prototype should be complete, so that you can begin creating.
44222: Information Systems Development Documenting a Solution Ian Perry Room:C41C Extension:7287
A collaborative resource management workspace and project management application for data collection, analysis, reporting and visualization.
Storyboarding The Why and the How…. A set of drawings that represent screen layout sequences First used by filmmakers to plan the sequences of movie scenes.
Software Engineering User Interface Design Slide 1 User Interface Design.
Brainstorming: Concepts (part I) After user research, our team had several brainstorming sessions for conceptual design, navigation and interaction: How.
Concepts and Prototypes CS352. Announcements Notice upcoming due dates (web page). Where we are in PRICPE: –Predispositions: Did this in Project Proposal.
© 2012 Adobe Systems Incorporated. All Rights Reserved. Copyright 2012 Adobe Systems Incorporated. All rights reserved. ® DESIGN PROJECT PRODUCTION PHASES.
Liz Sheen Childhood and Family Studies Images used with permission from Microsoft.
Evaluation (cont.): Heuristic Evaluation Cognitive Walkthrough CS352.
By David Rose. THE GENERALIST WHY UI ARTISTS ARE IMPORTANT Provide valuable information to the player Help carry the story-line/mood of the game UI can.
Miguel Lara, PhD. 1:10 – 1:15 Pre-test 1:15 – 1:30 Course overview 1:30 – 2:00 Setting up DW Site 2:00 – 2:05 > 2:05 – 2:55 Hands-on Lecture 2:55 – 3:00.
Cognitive Walkthrough More evaluating with experts.
Introduction to Evaluation without Users. Where are you at with readings? Should have read –TCUID, Chapter 4 For Next Week –Two Papers on Heuristics from.
What is a sketch? 1 Concepts (and selected visuals) from this slide deck are based on: -Buxton, B. (2007) Sketching User Experiences: Getting the Design.
 Figure out your means of delivering your lesson. (i.e. PowerPoint, Prezi, Word Document, Software Demo, Whiteboard lesson, etc.)  Determine how you.
Continuous Improvement. Start Simple and Continually Improve E.g., Gmail Labels 1.
Prototyping Creation of concrete but partial implementations of a system design to explore usability issues.
OVER THE FENCE DESIGNER DEVELOPER WORKFLOW Jordan & Alex Knight Directors Xamling SESSION CODE: DEV203 (c) 2011 Microsoft. All rights reserved.
Interaction Design Workshop BIME 591 Winter 2014.
University of Washington HCDE 418 Storyboarding HCDE 418 Winter 2014.
CS 3724 Introduction to Human Computer Interaction Section 1 CRN TuTh 5:00-6: McB.
1 User testing approaches: Practical techniques toward a more usable website Arc Worldwide 1.
CS 134 Design Documents.
Blend 4 for Windows Phone 7 Series, Silverlight 4 and WPF 4
Concepts and Prototypes
Wrapping up prototyping
Prototyping.
CS 321: Human-Computer Interaction Design
User Interface Prototyping & Interaction Design
DESIGN PROJECT PRODUCTION PHASES DEFINE, STRUCTURE, DESIGN, BUILD AND TEST, DELIVERY ® Copyright 2012 Adobe Systems Incorporated. All rights reserved.
Home Clear Medium-Fi Prototype
DESIGN PROJECT PRODUCTION PHASES DEFINE, STRUCTURE, DESIGN, BUILD AND TEST, DELIVERY ® Copyright 2012 Adobe Systems Incorporated. All rights reserved.
CS 522: Human-Computer Interaction Lab: Formative Evaluation
Weekly Team + Faculty Meetings
UI, UX: Who Does What? A Designers guide to the tech industry.
Tiffany Ong, Rushali Patel, Colin Dolese, Joseph Lim
Storyboards.
Presentation transcript:

CS 4963: UI Design Interaction Design, Part 2

Today: What is Interaction Design, anyways? How do we do interaction design? – Fundamentals and Building Blocks – Heuristics and Patterns Wrap up Agile UX Deliverables and practices Documentation

BUT FIRST

…so not a lot of images today.

agile ux

design 1 to 2 iterations ahead

hardening iteration

(From Budwig, Jeong, Kelkar.)

(not yet right.)

story team is important

(everyone is figuring it out)

most important is having overall vision

SKETCHING AND PROTOTYPING

sketching is brainstorming

prototypes are interactive

“I can always animate that interaction faster than you can code it.” —Chris Bernard, Microsoft UX Evangelist

sketching

thinking visually

low-fi vs. high-fi

sketching notations

doesn’t have to be on paper

video sketches

participatory design

design jams

prototyping

paper prototypes

(choose your own adventure)

code prototypes

ideally want to carry over things

styles and resources

animation (!!!)

tools

THERE ARE A LOT OF THEM

shootout of prototyping tools which-prototyping-tool-is-right-for-you

shootout of prototyping tools which-prototyping-tool-is-right-for-you shootout of prototyping tools

pick what’s appropriate to your project

I <3 SketchFlow

processing.org & variants

if you’re making a web page, prototype in markup

jQuery, et al. ixedit

DOCUMENTATION

documentation is communication

think about the why

do what makes sense

old school: giant spec docs

each screen

detailed lists of assets on each screen

actions for every interactive element

states for screens and app

transitions between all states

etc.

all kept in a change-tracked word doc (or series of PDFs)

new school: ?

new school: living documents!

guess what?

still needs most of the same information

focus on patterns

common elements

common behaviors

show can be better than tell

how to record?

what does your technology support for inline ixd patterns/documentation?

version control

(pixelnovel = psd + svn)

(dropbox = fileshare + versioning)

word doc

wiki

blog

bliki?

how do you want to document?

lots of images

walkthroughs

screenshare/screencast can be faster

( be fast! )

comments and feedback

…from whom?

timestamps

design decisions

DESIGN DECISIONS

design journal

time-based?

feature-based?

whatever works for your project

keep feedback manageable by sorting, organizing, or landmarking

remember ( be fast! ) ?

be detailed

detailed enough

be clear

documentation is communication

now you know what to expect

ask your designers

that’s it.

CLASS PROJECT

For next time… 1.Next time is spring break. 2. Readings for next lesson: on the class blog. (May have guest lecturer.)

Contact Us Matthias Shapiro Jason Alderman