design matters
DESCRIPTION
Design matters, especially on small screen. The growth of mobile enables developers and designers to create consumer apps. Design should not be an afterthought.TRANSCRIPT
DESIGN MATTERSUSABILITY NEED NOT CONFLICT WITH AESTHETICS.A HARMONY BETWEEN THE TWO MUST BE FOUND
DONALD NORMAN
Andi S. [email protected]
@andisboediman
THE CHALLENGE OF EVERYDAY THINGS
How to open this door?
THE DESIGN OF EVERYDAY THINGS
How to turn on the fire?
THE DESIGN OF EVERYDAY THINGS
This is a Mop Sink
THE DESIGN OF EVERYDAY THINGS
is this going to happen?
THE DESIGN OF EVERYDAY THINGS
or is this more like it?
THE DESIGN OF EVERYDAY THINGS
PRINCIPLES OF DESIGN
mental models are what people really have in their heads and what guides
their use of things.
MENTAL MODEL
PRINCIPLES OF DESIGN
•Make things visible
•Provide a good conceptual model• Affordance
• Mapping
• Constraints
• Feedback
Just by looking the user should know the state of the system & possible actions
The correct parts must be visible and they must convey the correct message.
Visibility problems occur when clues are lacking or exist in excess
Don’t violate these principles to make something “look good”!
VISIBILITY
Just by looking at the object, a user should know how to use it.
Make the appropriate actions visible and make the inappropriate actions invisible.
AFFORDANCE
Controls and displays should exploit natural mapping.
Natural mapping takes advantage of physical analogies and cultural standards.
Physical: Steering wheelCultural: red means stop, green means go.
MAPPING
Constraints limit the ways in which something can be used.
Ensure correct procedure by making it impossible to do otherwise.
CONSTRAINTS
Feedback are clues given to the user that they have been successful
Good design contains feedback
FEEDBACK
DESIGN PROCESS
ITERATIVE DESIGN
“learning by creating”
“Iterating is designing and, more specifically, understanding what one is designing through actually creating it. . . . Iterative design also means that until
you have actually built what you are designing, you are not going to be able to fully understand it.
--Anders Ramsay, http://www.andersramsay.com/2009/03/01/three-reasons-to-start-designing-iteratively
“learning by reworking”
USER CENTERED DESIGN
http://www.vinq.com/ucd.html
discover
define
design
DESIGN TIPS
USE WHAT’S FAMILIAR
USE WHAT’S FAMILIAR
USE WHAT’S FAMILIAR
RULE OF THUMB
SIMPLIFY! SIMPLIFY! SIMPLIFY!
SIMPLIFY! SIMPLIFY! SIMPLIFY!
SIMPLIFY! SIMPLIFY! SIMPLIFY!