Design Process

User Centred Design (UCD)

Principles

  • Understand users' needs - build a product that meets real needs
  • Design the UI first - design the UI first, then design the architecture to support that UI
  • Iterate - a great design requires iterations
  • Use it yourself - find problems that can be fixed while it's still easy to fix
  • Observe others using it - observe other people using your UI in a realistic way very early in the development cycle

  • Storyboard is a quick way to sketch out sequence and schematics

Interaction Sequences

  • Convey the big pricture of system interaction
  • Interaction paths (flow chart)
  • Focus on interface logic

Interface Schematics

  • Microstructure
  • Convey essential content and functionality at individual steps of interaction

Interface Schematics

  • Also referred to as wireframing
  • Has enough detail so that someone could begin designing and implementing system logic
  • Different than graphic design mockup or paper prototypes

Prototypes

  • A limited representation of a design that allows people to interact with it and to explore its suitability
  • e.g. paper sketches, slide show, software/hardware with limited functionality

Fidelity

  • Faithfulness of prototype appearance and performance to final product
Low High
Easy and fast to implement False sense of completeness
More creative More accurate

Wizard-of-Oz Technique (WoZ)

  • Evaluate unimplemented technology by using a human to simulate the response of the system

Breadth vs. Depth

  • Breadth refers to the amount of features in the system
  • Depth refers to the amount of interactivity and functionality of the system

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