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Part 3: Design Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction Design Chapter.

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Presentation on theme: "Part 3: Design Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction Design Chapter."— Presentation transcript:

1 Part 3: Design Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction Design Chapter 11: Interaction Styles Chapter 12: Choosing Interaction Devices: Hardware Components Chapter 13: Choosing Interaction Components: Software Components Chapter 14: Moving from Choosing Components into Design Areas Chapter 16: Designing a Graphical User Interface (GUI) Chapter 17: Designing for the Web Chapter 18: The Design of Embedded Computer Systems and Small Devices Midterm, Chapters: Chapters 1-6, 8-13 & History of HCI, Short answer

2 Imagine you have been asked to design an application to let elderly users to organize store retrieve their email in a fast, efficient, and enjoyable way. How would you start?

3 Interaction designers would begin by asking users about their current experiences of saving email and look at existing email tools. Based on this, they would begin thinking about why, what, and how they were going to design the application. Why take this approach? Having a clear understanding of what, why, and how you are going to design something before writing any code can save enormous amounts of time and effort later on in the design process.

4 Once you’ve done a user and task-analysis, what's your next step? For many designers, the next step is to sketch the main screens and dialog boxes of their product. Such initial sketches are usually high-level and low-fidelity, showing only gross layout and organization. However, if you begin your design phase by sketching, you may have missed a step. Sketching amounts to starting to design how the system presents itself to users. It is better to start by designing what the system is to them. That is, by designing a conceptual model.

5 By carefully crafting an explicit conceptual model focused squarely on the tasks, and then design a user interface from the tasks, the resulting product will be simpler, more coherent, and easier to learn.

6 Essential Use Cases User's PurposeSystem Responsibility

7 Concrete Use Cases User ActionSystem Response

8 Storyboards

9 Design Guidance User interface standards User interface style guidelines User interface design principles –Simplicity –Structure –Consistency –Tolerance

10 Design Rationale A recording of the design decisions you made and the reasons why you made them


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