honours pitch (no.2)

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A study into the future of mobile interface design, theory and interaction based on evidence and trends from the past. by Kym Primrose HONOURS PROJECT INTERACTION EVOLUTION THEORY

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A study into the future of mobile interface design, theory and

interaction based on evidence and trends from the past.

by

Kym Primrose

HONOURS PROJECT

INTERACTION EVOLUTION THEORY

LAST TIME

CLIENT UPDATE

• Happy with my work

• Keen on the folding menu

• Considers my part largely over

• Programmer is holding up proceedings.

• Despite sending him the assets completely changed the design.

• Has yet to send through test version. Deadline was December.

• Says my idea was not possible on Android. I have source code proving it

is.

• Very disappointed in this for both myself and my client.

PROGRAMMERS

“RE-IMAGINING”

OF MY CONCEPT

POP (PROTOTYPING ON PAPER)

POP (PROTOTYPING ON PAPER)

FLAT SKEUOMOPH

IC

VS

POP (PROTOTYPING ON PAPER)

POP (PROTOTYPING ON PAPER)

CASE STUDIES

SOLAR

iOS/Android

CLEAR

iOS

LISTEN

iOS

DOLPHIN BROWSER

iOS/Android

CREATING A FRAMEWORK

• Hoping to derive this from the failures of current design methods (Specifically user-centerd design and activity-centred design) during my analysis of my selected case studies. I originally came up with what I have called 'Triple F' Design .

• Function - All apps focus on achieving one or two goals well, rather than many halfheartedly. They will also be technically impressive and experimental. The idea is to play with possibilities in terms of interaction, rather than be governed by what is already, in a sense, mainstream.

• Flow - When I mention flow, I talk about it in terms of smooth operation and smooth visual transitions. All the pages of the app should be consistent in operation and style. I also consider natural gestures to be part of the flow as simple, pleasurable usage is important. By looking at Mihaly Csikszentmihalyi's Flow: The Psychology of Optimal Experience, and adapting it according to interaction design principles this should be achievable

• Fun - Fun was originally based on the idea that if the designer enjoys creating the product then the end result will show a greater amount of attention to detail in-turn being pleasurable for the user as, at the very least, they will be aware and appreciative of the effort put in.

• It is this last section that makes the least sense at the moment but this is all a work in progress, hopefully as the critical evaluations of my case study subjects come to a conclusion I will be clearer on what I actually mean by "Fun"

FINAL BUILD

First Load Load After Frequent Use SettingsSplash

WHAT'S NEXT?

• Continue creating final assets

• Put together interactive prototype

• Start to create promotional compositions

• Flesh out Framework model

• Complete case studies

Follow my progress at

http://kymprimrose.wordpress.com