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Open Source Needs Design

Open Source Needs Design

My talk for All Things Open.

My notes. https://gist.github.com/GarthDB/54035d5f4abd7ceb9d57

Garth Braithwaite

October 22, 2014
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Transcript

  1. needs OPEN SOURCE DESIGN

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  12. DIY Design

  13. Design?

  14. Design? • User Experience (UX)

  15. Design? • User Experience (UX) • Information Architecture (IA)

  16. Design? • User Experience (UX) • Information Architecture (IA) •

    Interaction (IxD)
  17. Design? • User Experience (UX) • Information Architecture (IA) •

    Interaction (IxD) • Visual (UI)
  18. User Experience

  19. User Experience • Primary Purpose: Understand the user, their needs,

    and help make it easy for them to accomplish their task.
  20. User Experience • Primary Purpose: Understand the user, their needs,

    and help make it easy for them to accomplish their task. • Work
  21. User Experience • Primary Purpose: Understand the user, their needs,

    and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc.
  22. User Experience • Primary Purpose: Understand the user, their needs,

    and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc. • Deliverables
  23. User Experience • Primary Purpose: Understand the user, their needs,

    and help make it easy for them to accomplish their task. • Work • Research, User Interviews, etc. • Deliverables • Personas, Flows, Wireframes, Prototypes
  24. Personas

  25. Personas • Definition: A persona is a user-archetype, a fictional

    representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design.
  26. Personas • Definition: A persona is a user-archetype, a fictional

    representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals:
  27. Personas • Definition: A persona is a user-archetype, a fictional

    representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals: • Establish the user (primary) for the product
  28. Personas • Definition: A persona is a user-archetype, a fictional

    representation of target users designers and developers can use to help guide decisions about product, features, navigation, visual design. • Goals: • Establish the user (primary) for the product • Help clients/designers/developers to separate themselves from the project
  29. Personas

  30. Flows

  31. Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases.
  32. Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases. • Goals:
  33. Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases. • Goals: • Organize priorities (mobile first)
  34. Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases. • Goals: • Organize priorities (mobile first) • Simplify (in existing projects)
  35. Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases. • Goals: • Organize priorities (mobile first) • Simplify (in existing projects) • Establish Navigation (holy temple)
  36. Flows

  37. Wireframes

  38. Wireframes • Definition: A basic visual guide used in interface

    design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface.
  39. Wireframes • Definition: A basic visual guide used in interface

    design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals
  40. Wireframes • Definition: A basic visual guide used in interface

    design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy
  41. Wireframes • Definition: A basic visual guide used in interface

    design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy • Preliminary Layout (respect the visual/interface designer)
  42. Wireframes • Definition: A basic visual guide used in interface

    design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. • Goals • Information Hierarchy • Preliminary Layout (respect the visual/interface designer) • Initial testable product
  43. Wireframes

  44. Prototypes

  45. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers.
  46. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals
  47. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off
  48. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer
  49. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer • Usability Study
  50. Prototypes

  51. Visual Design

  52. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through

    the use of type, space, and image
  53. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through

    the use of type, space, and image • Work
  54. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through

    the use of type, space, and image • Work • Visual Research
  55. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through

    the use of type, space, and image • Work • Visual Research • Deliverables
  56. Visual Design • Primary Purpose: communication, stylizing, and problem-solving through

    the use of type, space, and image • Work • Visual Research • Deliverables • Mood Board, StyleTile, Comps, Prototypes
  57. Mood Board

  58. Mood Board • Definition: a type of collage that may

    consist of images, text, and samples of objects in a composition of the choice of the mood board creator.
  59. Mood Board • Definition: a type of collage that may

    consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals
  60. Mood Board • Definition: a type of collage that may

    consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals • Quick iteration
  61. Mood Board • Definition: a type of collage that may

    consist of images, text, and samples of objects in a composition of the choice of the mood board creator. • Goals • Quick iteration • Determine overarching mood/feeling of visual design
  62. Mood Board We Review Utah Moodboard

  63. Style Tiles

  64. Style Tiles • Definition: slightly more defined and structured mood

    board that shows elements in a context similar to the end product.
  65. Style Tiles • Definition: slightly more defined and structured mood

    board that shows elements in a context similar to the end product. • Goals
  66. Style Tiles • Definition: slightly more defined and structured mood

    board that shows elements in a context similar to the end product. • Goals • Form common language
  67. Style Tiles • Definition: slightly more defined and structured mood

    board that shows elements in a context similar to the end product. • Goals • Form common language • Design + context
  68. Style Tiles Style Tile variation A Possible Colors Textures Inspiration

    Font: 8Bit Wonder #7D2820 Font: 8Bit Wonder #FC5241 Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobor- tis nisl ut aliquip ex ea commodo consequat. Duis autem vel feugait nulla facilisi. Font: Lucida Grande #333333 This is an example of a Text link » Adjectives Niche Fanatic Expert Novel Loyal Clever http://www.thinkgeek.com Redesign by @garthdb
  69. Comps

  70. Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design.
  71. Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design. • Goals
  72. Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design. • Goals • Define UI elements and layout
  73. Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design. • Goals • Define UI elements and layout • Full context
  74. Comps

  75. Prototypes

  76. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers.
  77. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals
  78. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off
  79. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer
  80. Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off • Communication to Developer • Usability Study
  81. Prototypes

  82. Interaction Design

  83. Interaction Design • Primary Purpose: Leveraging motion to better communicate

    the flow of a user’s task
  84. Interaction Design • Primary Purpose: Leveraging motion to better communicate

    the flow of a user’s task • Work
  85. Interaction Design • Primary Purpose: Leveraging motion to better communicate

    the flow of a user’s task • Work • Animation
  86. Interaction Design • Primary Purpose: Leveraging motion to better communicate

    the flow of a user’s task • Work • Animation • Deliverables
  87. Interaction Design • Primary Purpose: Leveraging motion to better communicate

    the flow of a user’s task • Work • Animation • Deliverables • Interaction Animations, Prototypes
  88. Prototypes

  89. Workflow A bit of a perfect world example

  90. You can do it.

  91. Thank you.