6.0.0-beta13
4/12/26
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  • Horde User Interface Design

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Notes and potential procedures for good design. http://www.lukew.com/ff/ and http://designingwebinterfaces.com/ are the source for many of these

++ Patterns/component libraries

++ Design Consideration

http://www.lukew.com/ff/entry.asp?754

  • Pattern Recognition: allows us to identify relationships within information. (the data).

  • Story Telling: gives us a way to organize data into something meaningful by focusing on a big idea and supporting messages (the synthesis).

  • Visual Hierarchy: gives us a way to tell the story effectively (the means).

  • Empathy: allows us to make the story memorable and impactful (the meaning).

  • Visually associate dependent elements: http://www.lukew.com/ff/entry.asp?764

++ Local factors

http://www.lukew.com/ff/entry.asp?752

  • Connection speed (broadband penetration)

  • Index size (scale of local language content available)

  • Task behaviors (bargaining in shopping)

  • Infrastructure (transportation, electricity)

  • Language characteristics (left to right, right to left, alphabetic vs. non, length)

  • Desktop penetration

  • Mobile penetration

  • Literacy rates

  • Demographics (age skew)

  • Cultural symbols (icon semiotics)

  • Visual conventions (color associations)

  • Work conventions

  • Cultural dimensions

  • Expected visual density

++ Sketches

http://www.lukew.com/ff/entry.asp?747

In some organization, developers are doing design. How can we deal with this?

Parallel design: have several developers attempt to solve the problem at the same time. Parallel design means we get to hear from everybody

5 Sketches: saturate the design space, mash up the ideas, get to a pretty good solution, analyze it, and deliver a written statement

http://www.lukew.com/ff/entry.asp?749

We are taught to think that drawing is about making things look realistic.

But drawing is really about getting ideas down on a page. Think of it as another vocabulary that enables discussion.

http://www.lukew.com/ff/entry.asp?748

Clients want great experiences and they want them fast

Traditionally designers use wireframes to explore designs but they only focus on a single page of the experience at a time.

We need a process to explore ideas without getting bogged down in unnecessary detail. It needs to reveal the best of multiple options and gets everyone’s input and buy-in.

Sketching: explore and find lots of ideas (exploratory sketching) or gain convergence (refinement sketching).

http://www.lukew.com/ff/entry.asp?750

  • Use quick sketches in the early stages of a project

  • Ensure you do lots of sketches so many ideas come forward

  • Discuss and edit the sketches collaboratively

  • Build consensus and buy-in through this process

++ Swimlanes

http://www.lukew.com/ff/entry.asp?745

UX swimlanes outline a bird’s eye view of a story, scenario, or component for sponsors, designers, businesses, and engineers.