In this presentation given at UX Talk Tokyo, UI designer Johan Ronsse attempt to make it a bit clearer what user interface design means in practice. For a video of this presentation please check https://www.youtube.com/watch?v=ybwsW_aoH18 .
2. These slides are from a talk given at UX Talk in Tokyo on
July 15th. A video of this talk is available at
https://www.youtube.com/watch?v=ybwsW_aoH18 .
These slides contain some notes, but not every part of the
presentation has notes. Some things that get mentioned
during the presentation are referenced in the last slides.
These last slides also contain a list of resources.
3. You will find yellow boxes like
this one on the slides which
contain the notes for that
slide.
4. 1. Introduction
2. The work of a UI designer
3. Keeping up to date and improving your skillset
4. UI discussion
5. 1. Introduction
2. The work of a UI designer
3. Keeping up to date and improving your skillset
4. UI discussion
There are four sections:
introduction to Mono, the
work of a UI designer, how to
keep up to date and to keep
improving your skillset, what
to make of various sources
and finally, if time allows,
there is some UI discussion
that digs deeper into
specific topics.
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10. Opnameinformatie Patiëntinformatie
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We design user interfaces
for applications, for example
this medical interface to
help nurses in hospitals to
do their job.
11.
12. This is a user interface
design for an application to
use your phone or tablet to
display music notation.
13.
14. We are moving towards
more design for work for
embedded computers. Think
about ATMs and ticket
vending machines, that’s
also the kind of work we do.
19. +
However, we find that the
remote work is not a big
problem these days. In fact,
the timezone difference
sometimes helps us to get
things done quicker.
20. 2. The work of a UI
designer
July 15, 2015Johan Ronsse, UX Talk Tokyo
21. 2. The work of a UI
designer
July 15, 2015Johan Ronsse, UX Talk Tokyo
The first part of this
presentation is about the
kind of work you do as a user
interface designer.
24. • Understanding their problem
• Understanding their domain
• Becoming knowledgeable their domain and thinking
along with the business
Client communication
25. • Understanding their problem
• Understanding their domain
• Becoming knowledgeable their domain and thinking
along with the business
Client communication The client communication
mostly revolves around
understanding their problem
so you can design a good
solution for it. But as you do
more and more work for the
same client you really start
to grasp their domain and
you can start thinking along
with the business. This is
why we like to have long
term relationships with our
clients.
26. Client communication
• Presenting your work
• In-person meeting
• Screen sharing through Skype
• Video presentations
• Designs and discussion on Basecamp, Slack
27. Client communication
• Presenting your work
• In-person meeting
• Screen sharing through Skype
• Video presentations
• Designs and discussion on Basecamp, Slack
A big part of being a good
designer is being a great
communicator, and we
present our work in various
ways, from in-person
meetings to a lot of screen
sharing sessions as well as
utilising a variety of other
communication methods.
29. Client communication
• Collaborative: drawing together
• Quick sketches and notes while looking at the
same “thing”
• Refine by yourself
• Repeat
I find that the best way to do work
is not the one way street of
showing your designs but if
possible actually drawing
together.
What has worked well for me in
the past is having Illustrator or
some tool you are comfortable
with open in a meeting room and
making drawings and notes while
the stakeholders are watching.
They can give comments, and
then when you are back at your
desk you can revise the whole
thing based on the input you got.
32. But, it’s not always possible to
make a working demo. I recently
started learning more video
editing skills and found this is also
helpful for UI design. Especially
After Effects is great for making
advanced interaction design
videos.
33.
34. This slide contains a video. A
video of this talk is available at
https://www.youtube.com/
watch?v=ybwsW_aoH18 .
35. I’m talking about interaction
designs about interacting with 3D
space and complex drag and drop
actions. There is no way to code
that without actually making an
implementation so a way to
communicate the design is to
make a “fake” movie of it first. The
disadvantage here is that it’s
rather time consuming to do.
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Visual design
…to the final visual design.
42. Design tools
A good UI designer is great at
using his or her tools and
fantastic at using a computer in
general. At Mono, all of us
switched to Sketch for UI design.
However, Sketch is not so great in
terms of vector tools so for icons
we often still resort to Illustrator.
45. … and a UI design view that
simplifies the interface. I still have
to evaluate it.
46. There is also new competition in
the space with Affinity Designer.
This is great because before it felt
like it took years before there was
an evolution in design software.
48. Type of prototype
• Images chained together (InvisionApp, Flinto, …)
• Apple Keynote
• Full HTML/CSS prototype
• Small UI demo (Codepen)
49. What makes sense as a prototype really depends a lot on the nature of
the application.
If it’s a web app we prefer to code an HTML/CSS prototype that serves
as a baseline to evolve into the final UI implementation.
We like HTML/CSS prototypes for web app projects because they are
closest to the real thing. But when you do this you should be careful
you don’t get forced into a front-end developer role.
If the app is a native app which is increasingly more common in our
work these days, we use tools like Flinto and InvisionApp to chain
together a series of images in a clickable prototype. I am hesitant to
call it a prototype since it does so much less than our HTML/CSS
prototypes.
51. Small UI demos
This slide contains a video. A
video of this talk is available at
https://www.youtube.com/
watch?v=ybwsW_aoH18 .
52. Fully interactive HTML/CSS prototypes
This slide contains a video. A
video of this talk is available at
https://www.youtube.com/
watch?v=ybwsW_aoH18 .
53. Design fidelity over time
Sketch Wireframe
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Medicijnen
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Visual design Prototype
55. In search of the right tool:
Sketch + animation
To me, a vector drawing tool that
also has animation capabilities
would be ideal. It’s ironic that this
was what Flash was.
56. 3. Keeping up to date and
improving your skillset
July 15, 2015Johan Ronsse, UX Talk Tokyo
58. Platform knowledge
(Operating systems)
Most UI designers I know work on
Mac but you should have a really
good understanding of Windows
since that’s probably where most
of the people using what you
design will be using your software.
59.
60.
61. I feel like you can only truly
understand something if you have
used it for some time, so to this
end I’ve been testing the Windows
10 betas. You can just download
them and run them from Parallels
on a Mac.
62.
63. I’ve also been putting together a
UI kit in Sketch with the common
Windows elements for use in
design work.
67. There’s some good YouTube
videos (Channel: WinBeta)
that detail the changes in
the user interface.
68.
69. On my todo list is to get a
new Android phone to test
Android 5 and get to know
“Material design” better.
70.
71. This slide contains a video. A
video of this talk is available at
https://www.youtube.com/
watch?v=ybwsW_aoH18 .
72.
73. It’s supposed to be a
design guideline but it
reads like an engineering
guide… I mean, look at this
table which is a chart of
which level of elevation
every UI element has.
74.
75. There’s even the same thing
in visual form. Isn’t it
obvious that a dialog is
above a navigation drawer,
and that the content is
below that?
85. Google is trying to up its game as a design player; I
understand their motivation to do so. The strategy to
provide a good baseline default design for applications
that is baked in the OS with good guidelines for
developers is indisputably a good thing for
applications on Android. However, reading this
resource as an experienced designer I don’t feel
respected, rather offended.
86.
87. Compare Google’s “Design guide” to Apple’s Human
Interface Guide which is a serious book that
encourages you do the right things in design. It details
both OSX…
94. On the topic of staying up to date
in terms of platform knowledge,
Apple recently opened a public
beta testing program for iOS9. So
you can test the upcoming iOS9
as well as the new version of OSX.
95.
96. I mostly talked about Google’s
Material Design and Apple’s HIG
but of course Microsoft also has
guides on how to design
applications.
They are a bit disjointed at the
moment and seem to be a work in
progress, Windows 10 is coming
soon so I hope they catch up.
98. Embedded computersUI design is not only about
operating systems though.
Everything is a computer these
days. For a few years I’ve been
more interested in things that are
not so obviously computers but
still need a UI.
99.
100. I tend to make movies of every UI I
encounter, for example this is the
one to buy train tickets in Italy. It is
decidedly well done. In my opinion
the gradient button - iOS6 style -
is still the most obvious and easy
to use UI style, especially for those
things you only use a few times.
101. This slide contains a video. A
video of this talk is available at
https://www.youtube.com/
watch?v=ybwsW_aoH18 .
102.
103. Japan is the place to be for
checking out the latest and
greatest in UI. I love to go to Sony
Center in Ginza and try out the
latest cameras. And in Osaka there
is a Panasonic Innovation Centre
where you can check their latest
offerings.
104.
105.
106. Some of you may have read my
blog posts on UI design, they are
on our company blog and have
also appeared on “Design Made in
Japan”.
139. https://dev.windows.com/en-us/design
Microsoft - Designing UWP apps
Google - Material Design
https://www.google.com/design/spec/material-design/introduction.html
Apple - Designing for iOS
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/
https://developer.apple.com/library/mac/documentation/UserExperience/Conceptual/OSXHIGuidelines/
Apple - Designing for Yosemite
Resources
140. How have you found juggling the various
UI requirements from various companies?
141.
142.
143. How often do you have to change the designs when
encountering regional issues e.g. a design for a
Western market vs. a Japanese market?
144.
145.
146.
147.
148.
149.
150.
151.
152.
153. Are you interested in wearable/smartwatch
design for example Android Wear & Apple Watch?
154.
155.
156.
157. https://channel9.msdn.com/events/build/2015?wt.mc_id=build_hp
Microsoft - Build 2015 sessions
Resources (2)
https://channel9.msdn.com/Events/Build/2015/2-658
Design: UX Patterns and Responsive Techniques for
Universal Windows Apps
https://channel9.msdn.com/Events/Build/2015/2-768
Designing and Developing the Ultimate Windows App Experience
159. https://www.youtube.com/watch?v=2DDl7jAIEh8
Colin McRae Rally 04 Menu UI Analysis
Star Trek: Into Darkness - User Interface VFX
https://vimeo.com/72019454
References
Introducing the new system fonts - Apple
https://developer.apple.com/videos/wwdc/2015/?id=804 (requires developer account)
https://web.archive.org/web/20080223235606/http://developer.apple.com/documentation/
UserExperience/Conceptual/OSXHIGuidelines/OSXHIGuidelines.pdf
Original Apple HIG
160. http://mrgan.tumblr.com/post/50108095253/let-a-button-be-a-button
Neven Mrgan - Let a button be a button
References (2)
http://designmadeinjapan.com/magazine/adventures-in-japanese-ui-design-railway-information-systems/
Adventures in Japanese UI Design: Railway Information Systems
https://vimeo.com/36579366
Bret Victor - Inventing on Principle