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Dan Rubin - Design for User Experience

F9ccdb1fd3be748a9cbc4937d5b15465?s=47 UX London
May 01, 2012

Dan Rubin - Design for User Experience

It's clear now more than ever that building for the web, mobile, and other devices is akin to product design, not graphic design: Everyone involved is a member of a design team; our roles are design-centric regardless of our title.

F9ccdb1fd3be748a9cbc4937d5b15465?s=128

UX London

May 01, 2012
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  1. Design for User Experience UX London 2012 Dan Rubin /

    @danrubin
  2. What we do is not unique.

  3. Physical product design = virtual product design.

  4. Assume similarities, not differences.

  5. We can learn from problems that have been solved elsewhere.

  6. Example Responsive Web Design

  7. Responsive Architecture

  8. None
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  10. It is easier to relate to existing concepts.

  11. 3 hours ≠ Enough Time

  12. Richard Branson Me

  13. Work differently in the context of design.

  14. What are some of the distinct challenges you face today?

  15. Academic vs. Practical

  16. UX is often treated as an academic discipline.

  17. Designers are often more practical.

  18. Let’s resolve that dissonance.

  19. Part I Think Like a Product Designer

  20. What is your role?

  21. For the next few hours, you are a Product Designer.

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  23. Affordance

  24. ...the term affordance refers to the perceived and actual properties

    of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. Don Norman
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  26. Photo: Luiz Fernando Pilz (http:/ /www.sxc.hu/photo/249448)

  27. Photo: Ivaylo Georgiev (http:/ /www.sxc.hu/photo/426359)

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  33. If your interface requires instructions, it needs to be redesigned.

  34. Fit and Finish

  35. Pixels, alignment, balance.

  36. aka Build Quality

  37. Exercise Thinking about the problem.

  38. Step 1 Think in Features

  39. Step 2 Usage and Experience

  40. Step 3 Design How It Feels

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  42. Part II Practical Application

  43. Understanding Designers

  44. Designers see this:

  45. http://www.flickr.com/photos/mckaysavage/2566331277/

  46. And want to turn it into this:

  47. http://www.flickr.com/photos/nicholas_t/281820290/

  48. Margins and Spacing

  49. Give your design breathing room.

  50. Define reusable patterns.

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  53. (old) CNN.com margins, padding, borders: 6, 12, 18px

  54. 12px

  55. 12px 12px

  56. 6px 6px

  57. 18px

  58. CNN’s article text size was 12px

  59. Hierarchy communicates importance.

  60. Big type stands out more than little type.

  61. Large content areas are easier to see.

  62. Size explains hierarchy.

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  65. Why low-res wireframes help designers.

  66. Visual designers need room to work, to breathe.

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  70. As nature abhors a vacuum...

  71. ...an ugly wireframe is the designer’s vacuum.

  72. Discussion

  73. Thank you! @danrubin / danrubin.is webgraph.com