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Desiging a Great UIFred Spencer
Tuesday, September 6, 2011
Intro
• Fred Spencer
• Sr. Application Architect, Appcelerator
• Digital Media Instructor, Rhode Island School of Design, Continuing Education
• Twitter: @anovice
Tuesday, September 6, 2011
Topics
1. Principles
2. Process
3. Practical
4. Resources
Tuesday, September 6, 2011
1. Principles
• Connect
• Communicate
• Control
Tuesday, September 6, 2011
Principles : Connect
• You will never know your audience, but you should know your audience well.
• Follow trends and communities.
• Identify subjective and objective.
Tuesday, September 6, 2011
Principles : Communicate
• Open dialog. Ask for opinions. Make critisim productive.
• FILTER.
• Create simple processes for user feedback.
• Highlight features that answer questions.
Tuesday, September 6, 2011
Principles : Control
• UI should lead.
• Obsess over simplicty and you will more successfully define and argue your point of view.
• Do not sacrifice usability for features.
• You won’t satisfy everyone.
Tuesday, September 6, 2011
2. Process
• Research
• Plan
• Initiate
Tuesday, September 6, 2011
Process : Research
• Indentify apps that stand out to you.
• Ask friends and collegues about the apps they love and use every day.
Tuesday, September 6, 2011
Process : Research
• Ask about apps that have left a lasting impression. Often, these gems aren’t very popular.
• Ask about apps they hate. Often, these gems are popular, evoke passionate opinions and offer incredible insight.
Tuesday, September 6, 2011
Process : Research
• What makes these specific applications stand out?
• Color scheme?
• Navigation?
• Features?
Tuesday, September 6, 2011
Process : Research
• User Experience (UX) is a philosophy and science.
• User Interface (UI) design supports your UX goals.
Tuesday, September 6, 2011
Process : Research
• Audiences will use what is available to them.
• Audiences will rant and rave NO MATTER WHAT.
• These aren’t reasons to cop-out. These are opportunities.
Tuesday, September 6, 2011
Process : Plan
• Define appplication features.
• Consider how you and others would interact with these features.
• FLOWCHART & WIREFRAME.
Tuesday, September 6, 2011
Process : Initiate
• COMP & PROTOTYPE.
• What does your gut tell you?
• Table, merge or eliminate features that don’t work.
Tuesday, September 6, 2011
3. Practical
• Do...
• Know Your Tools
• Examples
Tuesday, September 6, 2011
Practical : Do...
• ...catagorize and abstract features and components so that layouts and assets are consistent, recognizable and reusable.
• ...integrate motion that leads the eye.
• ...define minimum interaction zones.
Tuesday, September 6, 2011
Practical : Know Your Tools
• Pixel or Vector?
• Asset Organization
• Export
Tuesday, September 6, 2011
Practical : Examples
Tuesday, September 6, 2011
4. Resources
• Absorb
• Learn
• Inspire
• Use
Tuesday, September 6, 2011
Resources : Absorb
• boxesandarrows.com
• alistapart.com/topics/userscience
• sixrevisions.com
• thinkvitamin.com
• www.uxmag.com
Tuesday, September 6, 2011
Resources : Learn• Code (avoid DOM)
• codecademy.com
• learn.appendto.com
• Design
• lynda.com
• psd.tutsplus.com
Tuesday, September 6, 2011
Resources : Inspire
• dribbble.com
• colourlovers.com
• lovedsgn.com
• behance.net
Tuesday, September 6, 2011
Resources : Use• Teehan+Lax
• bit.ly/iphone-ui-elements
• bit.ly/android-ui-elements
• bit.ly/iphone-sketch-elements
• http://twitter.github.com/bootstrap/
• https://github.com/280north/aristo/
Tuesday, September 6, 2011
Resources : Use
• www.zambetti.com/projects/liveview
• appcooker.com
• balsamiq.com
Tuesday, September 6, 2011