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Mobile Applications Development - Lecture 3

Mobile Applications Development - Lecture 3

User-Centered Design

Information Architecture (sitemaps, wireframes, ...)

UI Design

This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).

http://www.di.univaq.it/malavolta

Ivano Malavolta

March 20, 2012
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  1. Good Design? The visual part of a The visual part

    of a design is only the tip of the iceberg Foundation of a successful design: a http://paznow.s3.amazonaws.com/User- a successful design: a user user user user- - - -centred centred centred centred design design design design Process Process Process Process (UCD) http://paznow.s3.amazonaws.com/User Centred-Design.pdf
  2. Definition of UCD (from Wikipedia) User Centered-Design (UCD) is …

    “a design philosophy and a process in which the needs, wants, and limitations of the end user of an interface or document are given extensive attention at each stage of the extensive attention at each stage of the design process”
  3. More formally… UCD is a development cycle development cycle development

    cycle development cycle which takes into consideration what users really need and makes consideration what users really need and makes adjustments adjustments adjustments adjustments by exploring, testing and tuning the design until these needs are satisfied The result of this is a high high high high level of level of level of level of usability usability usability usability, the design is: • effective • efficient • engaging • easy to learn
  4. UCD is Universal UCD can be applied to all all

    all all design practices design practices design practices design practices that have the aim to provide a good user experience have the aim to provide a good user experience Ex. • websites • architecture • magazines • magazines • graphics • …
  5. UCD is a process Designers have to: 1. 1. 1.

    1. analyze analyze analyze analyze and foresee and foresee and foresee and foresee how users are likely to use an interface 2. 2. 2. 2. test test test test the validity of their assumptions in real world tests with actual users world tests with actual users
  6. The UCD Process Analysis Analysis Analysis Analysis & & &

    & Planning Planning Planning Planning Launch Launch Launch Launch http://paznow.s3.amazonaws.com/User- These will be the http://paznow.s3.amazonaws.com/User Centred-Design.pdf These will be the 3 parts of your project!
  7. Planes dependencies Ripple Ripple Ripple Ripple effect effect effect effect.

    If you choose an option out-of-bounds, you have to rethink lower options you have to rethink lower options
  8. Strategy Planning out the objectives and goals of the project

    Product Product Product Product overview overview overview overview • business goals • sketch product features and goals of the project User User User User • user research – needs & goals • sketch product features • competitors – needs & goals – segmentation – no context • PERSONAS PERSONAS PERSONAS PERSONAS
  9. Scope Definition of scope, user needs, requirements, • Features of

    the app – what does it do • Prioritized Requirements – constraints, rules, etc. • Type of managed content requirements, functional specifications • Type of managed content – how does it manage text, video, audio – data provenance (external API, web service, DB …) • Scenarios (using personas) – describe how personas may interact with the app
  10. Structure Structural design of the information space • how the

    user moves through and makes sense of tasks tasks tasks tasks and information information information information – information architecture information space – information architecture • views definition and content nomenclature – interaction design • navigation among views – SITEMAP SITEMAP SITEMAP SITEMAP
  11. Sitemaps They represent: • relationship relationship relationship relationship of content

    to other content and • relationship relationship relationship relationship of content to other content and • how the user travels travels travels travels through the information space
  12. Skeleton Designing how information is presented to facilitate understanding •

    Interface Design – buttons, checkboxes, lists, etc. • Navigation Design – how the user travels among views • Information Design presented to facilitate understanding • Information Design – how to arrange and group info + wayfinding • LO LO LO LO- - - -FI WIREFRAMES FI WIREFRAMES FI WIREFRAMES FI WIREFRAMES – low fidelity for preventing confusion of visual design concepts with information design concepts
  13. Lo-fi Wireframes • Views + user interaction + navigation –

    a refinement of sitemaps – a refinement of sitemaps
  14. Surface The look and feel of the product • typography,

    colour palette, alignment, texture, layouts, etc. • HI HI HI HI- - - -FI WIREFRAMES FI WIREFRAMES FI WIREFRAMES FI WIREFRAMES (close to mockups) The look and feel of the product • PROTOTYPES PROTOTYPES PROTOTYPES PROTOTYPES
  15. Prototypes • Wireframes cannot represent complex interactions prototyping prototyping prototyping

    prototyping • Different kinds of prototype – paper paper paper paper prototype – c c c context ontext ontext ontext prototype – c c c context ontext ontext ontext prototype – HTML HTML HTML HTML prototype
  16. Summary Hi-fi wireframes + prototypes (if needed) Scenarios (with ctx)

    + Reqs + Sitemap + content nomenclature Lo-fi wireframes + wayfinding info Product overview + objectives + Personas + competitors Scenarios (with ctx) + Reqs + functionalities + data prov.