6. Graphic/Communication Design
Referred to as the โlook & feelโ of the site, but it is more than
that. The skill of using type, imagery and layout to convey literal
and emotional messages.
+
UI (user interface) Design
The skill of creating consistent, intuitive and engaging interactive
systems. Include usability issues: is the user able to effectively
complete their goals?
+
UX (user experience) Design
An umbrella skillset that asks the question: was the interaction
positive? How could it be better?
8. Planning
This stage might include:
1. Statement of Work (SOW)
2. Creative Brief
3. Research and analysis: site goals, competitive research,
defining the user, field research, brainstrorming, defining
user scenarios, etc.
4. Technical requirements
5. Schedules
6. Budget
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!
!
9.
10.
11. Research and Analysis: Defining the user
Before you can start figuring out the shape and structure, you need
to have some idea of who you users are, and why they would come
to your site. Unless your role is strictly on visual design, this is
usually the first stage that a UI/UX designer is engaged.
This analysis can take the form of
use cases,
personas,
and/or user/task flowcharts.
15. Research and Analysis: Defining the shape and scope
The sitemap is the start of the IA phase of a project (information
architecture). It is a schematic showing the pages and their
relationships. It provides an overview of the site and navigation
needs. This document and any user flow outlines are closely related.
23. Utility, Usability, User Experience
Utility:
Does it provide the features you need?
Usability:
How easy and pleasant is it to use the features?
User Experience:
โUXโ encompasses all aspects of the end-user's interaction
with the company, its services, and its products.
26. Usability is a quality attribute
that assesses how easy user
interfaces are to use. The
word "usability" also refers
to methods for improving
ease-of-use during the
design process.
(useit.com)
27. Five Basic Attributes of Usability
Easy to Learn: How easy is it for users to accomplish basic tasks the
first time they encounter the design?
Efficient to Use: Once users have learned the design, how quickly can
they perform tasks?
Easy to Remember: When users return to the design after a period of
not using it, how easily can they reestablish proficiency?
Few Errors: How many errors do users make, how severe are these
errors, and how easily can they recover from the errors?
Satisfaction: How pleasant is it to use the design?
(useit.com)
32. User Experience:
The creation and synchronization of the elements that affect userโs
experience with a particular company, with the intent of influencing
their perceptions and behavior.
(Unger and Chandler, A Project Guide to UX Design)
33. A Slippery Definition
There is no one defined role or definition for a UX designer within
web and application design; typically it is a hybrid role that
combines:
information architecture,
interaction design,
visual design and
usability engineering
โ but different aspects of those roles may be emphasized more
heavily depending on the team.
40. Project 1: Group Crits
Is there a clear visual hierarcy?
Is it obvious what is clickable?
BASIC PRINCIPLE
Does the design match the user goals (from last week)
Does the visual design embody the siteโs message?
Is the imagery, type and color compelling, professional?
In what ways is the design using gestalt principles?
Proximity, common region, connectedness, similarity
How is the design using these basic design principles:
balance, emphasis, rhythm, unity contrast
Know your user, for they are not you.
41. The chief difference from other product design
philosophies is that user-centered design tries to
optimize the product around how users can, want,
or need to use the product, rather than forcing the
users to change their behavior to accommodate the
product.
(Wikipedia)
46. UCD principles in fork & spoon design
Needs to fit in a range of mouth sizes
Handle needs to accommodate large and small
hands
Needs to function on both solids and liquids
Needs to be produced in large sets, equal amounts
of each
Needs to be easily stackable in small spaces
Needs to be durable and reusable
50. Business-Centered Design
Change in plans.
We need a low-cost,
single use, all-purpose
utensil. Our costs must
come in below $.000001
a unit or I wonโt get a
bonus this year.
56. โThere has been a reinvention of the internet and the
behaviour of users in the last few years. Digital services are
now more agile, open and cheaper. To take advantage of
these changes, government needs to move to a โservice
cultureโ,putting the needs of citizens ahead of those of
departments"