A series of UX trainings created for several cross-functional teams creating both mobile and desktop products: visual designers, product managers, business analysts, developers, and interaction designers. The training was the foundation for a very large redesign/reconstruction project for a CRM and a dahsboard application. The principles and layouts draw on the pioneering work of Theresa Neil and Bill Scott.
4. Web applications
Rich interactivity of
software applications
Media-rich, hyper-
connected Web+
live save • drag/drop • slider
• preview • direct editing •
undo • dynamic refresh •
immediate feedback •
resize • collapse • etc
hyperlinks • book marks •
graphics • back button •
search • multi-media •
device agnostic • access
anywhere
5. 6 Rules for interaction design
(Add in rules from software design)
#1 Make It Direct
where there is output, there should be input – Alan Cooper
#2 Keep It Lightweight
application should stay out of the user’s way
#3 Stay In the Page
application should stay out of the user’s way
#4 Provide An Invitation
use animations and user events to invite discovery
#5 Use Transitions
help user understand beginnings, endings
#6 React Immediately
provide feedback as soon as possible (auto suggest, live search, etc.)
11. Rich application structure
Hierarchical Hub + spoke
- HTML paging paradigm
- Heavy navigation
- Several screens per goal
- hyperlinked, hyper-connected
- Screen flow mapped to user
work patterns
- One screen per user goal
12. Three application patterns
Patterns solve problems - help people achieve
goals
1. Information pattern
2. Process pattern
3. Creation pattern
(note: from Designing for Flex by Rob Adams)
13. 1 The information pattern
Use when people need to find, browse,
manipulate, and interpret information
95% of the time people are seeking information
maps, news readers, dashboards, media
players, classified listings, stores
19. Information Pattern: design principles
Information is the primary focus; everything else
is a distraction
Everything else should fade to background, be
de-emphasized, or revealed in context of use
(e.g., on intention)
Make the information the central hub, use
spokes to provide tools for information
management
Offer tools for sorting, filtering, & multiple views
(e.g., map, listing, thumbnail, gallery)
20. Information Pattern: design principles
Use typographic design and editorial design
techniques to make information easy to skim
Data visualization techniques are important as a
way to concentrate the most information into
screen space
21. Hub and spoke architecture
(an aside)
Use hub and spoke pattern (as a singleton or
looped together) to allow people to stay anchored
to primary information
23. 2 The process pattern
Use when people need to provide structured
data (e.g., normative, legal, business logic)
• normative: Web standards such schema.org
rules for product listings, reviews, addresses
• legal: tax preparation, healthcare, and financial
transaction data
• logical: information dependencies on audience
segmentation (e.g. age, language, region)
Classified listings, blog posts, shopping cart,
customize a car, order pizza, tax software, bill
payment, banking
30. Process pattern: design principles
Since workflow is complex and often infrequent:
Use invitations to complete – show where titles,
headings, images, content should go
Make clear what has been/what needs to be
completed
Use steps to make process apparent
Provide clear navigation
Show completion status
Allow maximum autonomy to skip steps
Always keep end goal visible
35. 3 Creation pattern
1.Use when people want to create or modify
content
2.Design apps, wireframe tools, code editors,
illustration toools, sketching tools, note capture
apps, music production
40. 3. Creation pattern: design principles
1.Devote majority of screen real-estate to the
workspace
2.Use contextual tools - show when they are
needed
3.Undo/redo functions are required
4.Auto-save required
5.Emphasis on user autonomy / total control
43. Recap – 3 application patterns
Information
Pattern
Process
Pattern
Creation
Pattern
So…
• You’ve figured out which application pattern or patterns
are best
• U <3 hub and spoke architecture
What’s next? v
44. Align user goals with layout choice(s)
1.Know which app pattern or patterns you need
2.Use the hub and spoke architecture
3.Use one goal for one screen philosophy
4.Determine what the goal is for that screen
5.Figure out which screen layout is needed
48. Portal
– Use for brochure or catalog sites
– Use when 80/20 rule applies – 80% of users use
20% of features, but which 20% of those
features is highly varied
– Offer customization – users can turn on and off
content modules
– Customized for audience segments
– Parallax design – a type of portal
– Business apps – better to use a dashboard
49. Tabbed
– Use tabbed layouts only after other options are
exhausted. Better used as *component*
– One tab = one workflow (users shouldn’t tab
between one workflow and another)
– One screen per goal philosophy still applies
– Use tabbed layout if users need to move
between different views of same data (list view,
map view, gallery view)
– Not recommended to use tabbed view to
navigate between radically different types of
information
52. Browse
– Use when people need to quickly scan and
navigation through information
– Serve primary content on the left (preferred)
– Other browsing options to right of primary
content
71. Question / Answer
- Use when there’s a lack of expertise
- Ask interview questions to get information.
- Ideal for when users want one/a few recommendations
instead of comprehensive search results
77. Spreadsheet
– Follow users’ mental model with standard table features:
sort, hide/show columns
rearrange columns
group items by
global undo/redo
add/insert/delete rows or columns
allow keyboard navigation
import and export
83. Parallel Panels
– Stack one at a time or show all at once
(unstacked)
– Use to organize chunks of similar or
interdependent information
– Use stacks because want to retain single screen
experience
– Use when workflow is simple
– Use when end goal is highly visible
88. Wrap up
1. a hub and spoke model for app design
2. four basic elements of application design
3. three application type(s) our users need
4. fifteen basic screen layouts for *workflow*
5. six interaction design principles (for apps)
89. For more research-based insights,
check out the UX insights portal:
http://insights.redacted.com
Thoughts? Questions?