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Visualising the User Experience by Gran Robinson

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What is rapid prototyping? •Usercentered design methodology • For designing, communicating and evaluating user interfaces •Getting feedback as early as possible Common techniques • Paper prototyping •Wireframes and page schematics •HTML wireframes •Interactive prototypes So how do we describe what users do? Visualise the experience... • Show every step to complete a task • Show every click • Preview the experience see and feel how everything flows together The timeline is your friend • Efficient digital sketching tool • Best way to manage changes over time • Supports low to high fidelity • Natural starting point for exploring movement and transitions

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Rapid prototyping

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Is this rapid prototyping?

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Nope!

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What is rapid prototyping?

• User-centered design methodology

• For designing, communicating and evaluating

user interfaces

• Getting feedback as early as possible

• Fast

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Prototyping life-cycle

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The more cycles the better

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release early, release often

Agile development mantra:

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fail early, fail often

Agile design mantra:

"If you’re not failing now and again, it’s a sure sign you’re not doing anything very innovative."

Woody Allen

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Paper prototypes

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• Not quick enough

• Too dirty (lack context & scale)

• Hard to share amongst team

• Still needs a separate documentation step

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Wireframes & page schematics

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http://gapingvoid.com/2007/05/15/random-thought/

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Love:

• Good for defining content

• Good for documenting screens

Hate:

• Bad at showing interactivity / flow

• Can’t really use them for testing

• Slow Too much time spent describing

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HTML wireframes

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• Better success rate

• Much faster

• Less confusion

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HTML wireframes

Love:

• Can show interactivity / flow

• Good for simple interaction (links, buttons etc)

• Experienced in the browser (correct context & scale)

Hate:

• HTML, CSS (and JS) knowledge necessary

• Time wasted on hacking layout & advanced functionality

• Design only what you can build

• Can’t throw away, but should

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Other interactive prototypes

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Axure (www.axure.com)

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Axure (www.axure.com)

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SketchFlow (www.microsoft.com/expression)

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Other interactive prototypes

Love:

• Good for testing moderately complex interactions

• Some support collecting feedback

• Some can generate specs

Hate:

• Difficult to get custom interactions working

• Can require expertise in proprietary languages

• Often not cross-platform (no love for Mac users)

• Often low-fidelity only

• Make me think like a developer, not a designer

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Choosing a prototype technique

What a dilemma!

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Visualising the UX

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http://gapingvoid.com/2007/05/15/random-thought/

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So how do we describe what users do?

Visualise the experience

• Show every step to complete a task

• Show every click

• Preview the experience - see and feel how

everything flows together

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It’s like stop motion

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From low to high fidelity

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• 32 iterations

• 5 released

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Using Flash as a design tool

{eh, what?}

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Flash: Not just a development tool

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Flash: Not just for video

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Flash: History in drawing & animation

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FutureSplash Animator

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Anatomy of a screenflow

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• Perfect fit for agile teams

• Very effective communication tool

• Easy to evaluate

• Ideal for explaining changes over time

• Easy to share Experienced in the browser

• Obvious focus & limits

• Significantly reduces documentation

• Support low to high fidelity

• No coding necessary

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Getting serious about

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How did this

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become this?

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How did this

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become this?

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How did this

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become this?

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"Unless you can show me where you've

fleshed out the character and aspects of the

transitions at the same level of thought,

rational, exploration and fidelity as you have

the states - you're fired."

Bill Buxton

HCI pioneer

Currently Principal Researcher, Microsoft Research

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Movement: the new affordance

• Use movement to orientate user and keep them in flow

• Explain changes/transformations

• Use physical metaphors to describe the action: zoom, slide, reveal

• Not just for fun: Research on the importance

of movement is just starting to come in

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Yahoo Design Pattern Library

http://developer.yahoo.com/ypatterns/richinteraction/transition/

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Yahoo Design Pattern Library

http://developer.yahoo.com/ypatterns/richinteraction/transition/

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Transitions decreased task completion times

Reduced error rates for reading tasks

0.3 seconds - optimal transition speed

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Some takeaways

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The timeline is your friend

• Efficient digital sketching tool

• Best way to manage changes over time

• Supports low to high fidelity

• Natural starting point for exploring movement and transitions

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Visualising the experience makes you a better designer

• Puts you in the user’s shoes

• Keeps you focussed on user flow

• Best way to communicate your designs to team and stakeholders

• Cuts documentation in half Less time describing = more time designing

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Please feel free to flick me an email: grant@xero.com

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