Wednesday, July 4, 2012
Monday, June 4, 2012
Storyboarding
Storyboarding is about tasks.
It's not about pretty pictures, but rather about communicating ideas. Visually communicating ideas.
Storyboarding should illustrate a goal.
Storyboarding Objectives:
Setting
Sequence
Satisfaction
Storyboards help people get on the same page.
Make the time to make a storyboard short. (e.g. 10 minutes max)
-- Scott Klemmer
It's not about pretty pictures, but rather about communicating ideas. Visually communicating ideas.
Storyboarding should illustrate a goal.
Storyboarding Objectives:
Setting
- Actors/People involved
- Environment
- Task being accomplished
Sequence
- What steps are involved?
- What leads someone to use the app?
- What task is being illustrated?
Satisfaction
- What motivates people to use this system? (cost, efficiency, ease of use)
- What does it enable people to accomplish?
- What need does the system fill? (distribution of information)
Storyboards help people get on the same page.
Make the time to make a storyboard short. (e.g. 10 minutes max)
-- Scott Klemmer
Sunday, May 27, 2012
UI
Guts from HERE.
- The underlying data structures should not define the UI. UI should not define underlying data structures.
- Good UI can use a transform to convert data structure into appropriate UI data.
- Make the next step obvious.
- Need must proceed Technology.
- Postpone platform choice until you know what you need to build. Start with real use cases. Think in flows, not in features.
- People must experience the UI in order to form an opinion about it. (Cannot just look at screenshots)
- Prototype often (and abandon prototypes often). Schedule prototypes for delivery in a sprint. It's an evaluation tool. Build them fast. Build quickly, checkout quickly and dispose of prototypes without regrets.
- Make prototypes simple (so they don't take long to do) and can be evaluated quickly.
- Simplify. Reduce the number of perceived things. Reduce visual clutter. (Cognitive load increases with each element on the screen.)
- User interface perception:
- negative shape and aesthetics (Emotional) - user identifies what is unpleasing and pleasing. user already has an idea if they will like it or not before they even use it.
- element parsing and counting (workload)
- use first element first (execute)
- Keep error messages in context. (see how the error messages are in close proximity to the field of entry)
- In touch interfaces, denote scrollable areas by clipping content.
- Leverage muscle memory and be consistent. (consistent layout even within sections)
- Think outside the page load. If you can do stuff in-place then do it. (minimize context shifts) Pagination by detecting scroll movement.
- Use transitions to change states.
- Iterate and refine.
- Find out what users like and dislike. (Have surveys, talk to users, build into application)
- Never break the user experience.
- Provide customer with a great experience. (Don't shut get the darned product shipped.)
Engineering UI: (ugly, blocks you from having a positive emotional item, lots of workload-may seem like a lot, ton of work for user, causes page abandonment)
Redesign of same page: same fields, broken into multiple steps, element parsing and counting (workload) is much lighter than previous. Notice how the field labels are light grey inside the field instead of a separate label.
Sunroof control screen in Tesla Model S (17" Touch Screen)
...can also drag on the sunroof on the screen:
Wednesday, May 16, 2012
Monday, May 7, 2012
Saturday, April 28, 2012
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