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Turning Boxes into Ecosystems: Successful multi-channel, multi-platform, multi-user design

Date post: 13-May-2015
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Presented as a workshop at MoDevUX 2013 in McLean, Virginia, 9 May 2013 The desktop web has all but ruined the practice of interaction design and information architecture by assumptions about technology and user attention, and rigid adherence to page-based design. If you are paying attention to what your users expect, you'll note that mobile is really exposing these problems. And it's just getting more complex as we have to make our digital products work on TVs and set top boxes, kiosks, and now think of interfaceless devices. Steven will discuss pitfalls and fallacies of designing for mobile, and for multi-platform, multi-user experiences. Then we will all try out some principles and tactics to solve these on examples, and discuss ways they can be applied to your organization.
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1 The Trouble With All Those Boxes Designing for ecosystems and people instead of screens and pages @shoobe01 #MoDevUX2013
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  • 1.1The Trouble WithAll Those BoxesDesigning for ecosystems andpeople instead of screens andpages@shoobe01 #MoDevUX2013

2. 2 3. 3 4. 4 5. 55 6. 66 7. 7 8. 8Im as interested in "channels"as a thing when designingecosystems as I am in pageswhen reading a book. Andrea Resmini@resmini 9. 99 10. 10 11. 11 12. 12 13. 13What were doing is trying totranslocate information, and allthe machine does is impair thatprocess. Possibly infinitely. Youhave a choice over where itgoes, and thats it. Martin Geddes@hypervoice 14. 1414 15. 1515 16. 16 17. 1717 18. 18Exercise 1:Share Bad Designs 19. 19Exercise 1:Share Bad Designs 20. 2020 21. 21 Design for Every Screen Mobile is More Design for Failure 22. 22 Design for Every Screen Mobile is More Design for Failure 23. 23Mobile First? 24. 24 25. 25 26. 2626 27. 27 28. 28 29. 29 30. 30 31. 31 32. 32Exercise 2:Make a Blueprint Goals, objectives of the business Legacy systems, business constraints Put users on the paper Task flow/Storyboard/ID/IA/ Concept Platform agonstic < - > Every platform 33. 33Exercise 2:Make a Blueprint Goals, objectives of the business Legacy systems, business constraints Put users on the paper Task flow/Storyboard/ID/IA/ Concept Platform agonstic < - > Every platformEnd 34. 34 Design for Every Screen Mobile is More Design for Failure 35. 3535 36. 36Wrong 37. 3737 38. 38inequality is where theopportunities/challenges fordesign really are. Andrea Resmini@resmini 39. 39Every platform is a unique andspecial snowflake. 40. 40 41. 4141 42. 4242 43. 43 44. 44Exercise 3:Branch to Your Platform Pick your platforms Mark/strike interactions for each platform Design by widget/module Embrace polymorphism Design for re-use 45. 45Exercise 3:Branch to Your Platform Pick your platforms Mark/strike interactions for each platform Design by widget/module Embrace polymorphism Design for re-use 46. 46 Design for Every Screen Mobile is More Design for Failure 47. 4747 48. 48 49. 49when these subsystems arecombined into larger systems,we enter the world of non-lineardynamics, complex interactions,chaotic behavior and often,disastrous non-resilience... Michael Mehaffytectics.com 50. 50 51. 51 52. 5252 53. 53 54. 54 55. 5555 56. 56Resilience Design Method:1. Evaluate by widget2. Determine user tolerance3. Rate by severity 57. 57Exercise 4:Make it Resilient Evaluate each component for pitfalls Detrmine user tolerance Rate severity, risk Can you avoid the issue? Can you mitigate the issue? 58. 58Exercise 4:Make it Resilient Evaluate each component for pitfalls Detrmine user tolerance Rate severity, risk Can you avoid the issue? Can you mitigate the issue? 59. 59Contact me for consulting, design, tofollow up on this deck, or just to talk:Steven [email protected]+1 816 210 045@shoobe01shoobe01 on:www.4ourth.com 60. 60 61. 61Every platform is fragmented


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