Open Source Needs Design

Open Source Needs Design

My talk for All Things Open.

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

B5cf6e112eeee572d722743dea924487?s=128

Garth Braithwaite

October 22, 2014
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Transcript

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  12. 19.

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

    and help make it easy for them to accomplish their task.
  13. 20.

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

    and help make it easy for them to accomplish their task. • Work
  14. 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.
  15. 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
  16. 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
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    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.
  19. 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:
  20. 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
  21. 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
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    Flows • Definition: A visual hierarchy for navigation, website organization,

    and use cases. • Goals: • Organize priorities (mobile first)
  25. 34.

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

    and use cases. • Goals: • Organize priorities (mobile first) • Simplify (in existing projects)
  26. 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)
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    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.
  29. 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
  30. 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
  31. 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)
  32. 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
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    Prototypes • Definition: An interactive representation of an application design

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

    created for testing and communication to clients and developers. • Goals
  35. 47.

    Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off
  36. 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
  37. 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
  38. 54.

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

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

    the use of type, space, and image • Work • Visual Research • Deliverables
  40. 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
  41. 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.
  42. 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
  43. 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
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    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
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    Style Tiles • Definition: slightly more defined and structured mood

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

    board that shows elements in a context similar to the end product. • Goals
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    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
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    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
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    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
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    Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design.
  52. 71.

    Comps • Definition: Visual compositions are the deliverable that is

    as close as possible to the final visual design. • Goals
  53. 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
  54. 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
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    Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers.
  57. 77.

    Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals
  58. 78.

    Prototypes • Definition: An interactive representation of an application design

    created for testing and communication to clients and developers. • Goals • Client Sign Off
  59. 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
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    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
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    Interaction Design • Primary Purpose: Leveraging motion to better communicate

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

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

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