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UI Design and Usability for Everybody June, 2008 Slide 1 of 206
[object Object],Section One 1. The Process Overview 2. Mapping on RUP 3. Best Practices 4 . Analysis and Design  5 . Deliverables
Common Terms in Design World ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Communications Color design Communication design Content design Graphic design  Information design Instructional design Motion graphic design News design Packaging design Production design Sound design Theatrical design Typography Visual communication Scientific and math Combinatorial desig n Design of experiments Physical Architectural design Architectural engineering Automotive design Cellular manufacturing Design engineer Environmental design Fashion design Floral design Furniture design Garden design Industrial design Interior design Landscape architecture Mechanical engineering Urban design
The Process: Two Ways to Design User Interface User-Oriented  Design System-Oriented  Design
The Process: Simplified Interface Design Process
The Process: ISO  Human-centred  D esign  P rocesses  Meet  Requirements ISO13407 PLAN the Process SPECIFY the Context of Use PRODUCE Design Solutions SPECIFY User Requirements EVALUATE against Requirements
The Process: Mapping on RUP (1/2)
The Process: Mapping on RUP  (2 /2) UI Modeling
The Process: Levels of User Interface Design Concrete Abstract Completion Conception
The Process: Three Angles of User Experience Design _______________ http://www.raremedium.net/
The Process: Features of Successful System Design _______________ Slide by Peter Morville, 2004
The Process: Disciplines and Factors of Successful User Experience _______________ Slide by  Magnus Revang, 2007
The Process: Five Typical Iterations (Pathfinder Associates) _______________ Slide by Hala Heymassi, Elyse Sanchez, Robert Moll, Charles Field. Pathfinder Associates Five Typical Phases, Activities, Deliverables
Analysis: User Analysis ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis: Tasks Analysis ,[object Object],Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Tasks Analysis ,[object Object],Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Tasks Analysis ,[object Object],Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Swim Lane and Activity Diagram ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis: Difficulties in Task Analysis ,[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis: Primary Nouns (1/2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis: Primary Nouns (2/2) The Matrix of Primary Nouns Primary Noun Qty Representation Action Property 1/  Calendar one ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],2/  Appointment a hundred ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: User Scenarios (1/2) User   Scenario —is an overall description of how the user/persona/actor interacts with the system Scenarios focus on user’s requirements not on business and technical requirements (like Use Case does). User scenario usually has one-to-many relationship with use cases. User scenario is global, use case is technically detailed.
Design: User Scenarios (2/2) Persona Scenario Scenario Use Case Use Case Test Case Test Case Test Case
Design: Wireframes (1/3) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Wireframes (2/3) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Wireframes ( 3 / 3 ) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Prototyping (1/4) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Prototyping (2/4) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Prototyping (3/4) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design: Prototyping (4/4) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Prototypes: Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Prototypes: Approaches ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],Section Two 1. Usability and Information Architecture 2. UI Standards, Accessibility 3. Visual Design and UI Design Principles 4. Web 1.0, Web 2.0
Usability Definition ,[object Object]
Usability Definition  ,[object Object]
Usability Definition  ,[object Object],[object Object]
Effectiveness “ Effectiveness is the amount of resources needed to achieve the goals” System Effectiveness User Effectiveness ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Efficiency ,[object Object],User Efficiency ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],System Efficiency
User Satisfaction “ Satisfaction is the comfort and acceptability of the work system to its users.” There is the user’s satisfaction of the system’s Efficiency and Effectiveness and also aesthetical satisfaction of the visual design.  Why is this girl so happy? Think twice before answer. Because this is just a photo from US photo stock!
Information Architecture (1/2) ,[object Object],[object Object]
Information Architecture (2/2) _________ Slide by Brandon Schauer
Usability Helps ,[object Object],[object Object],[object Object],[object Object]
Levels of Usability Problems Micro Usability Problems Macro Usability Problems
Usability Principles ,[object Object],[object Object],[object Object],[object Object],[object Object]
Usability Concepts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Usable Systems/Products ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Usability: Levels of Maturity ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Interface Standards Pyramid
User Interface Standards ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Look and Feel ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How do We Look on Screen? (1/3) ?
How do We Look on Screen? (2/3)
How do We Look on Screen? (3/3) 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3
Visual Design vs. User Interface Design ,[object Object],[object Object],[object Object],UI Design “ T he process of designing the interaction between  a human and a machine. ”
Principles of Design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Visual Design: Proximity ,[object Object],[object Object],[object Object],[object Object],I
Visual Design: Repetition ,[object Object],[object Object],[object Object],[object Object],II
Visual Design: Layout ,[object Object],[object Object],[object Object],[object Object],[object Object],III
Visual Design: Contrast ,[object Object],[object Object],[object Object],[object Object],IV
Visual Design: Composition and Layout ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Visual Design: Using Spaces ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Visual Design: Proximity
Visual Design: Repetition My Details Page Layout Identified Savings Page Layout Submenu Breadcrumbs (path) Page Title Explanatory Text Search Pane Form or Grid
Visual Design: Alignment (Bad)
Visual Design: Alignment (Good)
Visual Design: Contrast EPAM Presentation Standard PowerPoint Template
UI Design Principles: Organizing and Grouping Organizing and Grouping Items relating to each other should be grouped close together. When several items are in close proximity to each other, they become one visual unit rather than several separate units. This helps organize information, reduces clutter, and gives the reader a clear structure. I
UI Design Principles: Consistency Consistency Repeat UI elements of the design throughout the piece. You can repeat everything—behaviors, controls, grids, approaches, paradigms, UI concepts and patterns, etc. This develops the organization and strengthens the unity. II
UI Design Principles: Alignment Alignment Nothing should be placed on the page arbitrarily. Every element should have some visual connection with another element on the page. This creates a clean, sophisticated, fresh look. III
UI Design Principles: Whitespace ,[object Object],[object Object],IV
UI Design No principles applied
UI Design: Organizing and Grouping (1/2)  Controls organized
UI Design: Organizing and Grouping (2/2) Controls grouped
UI Design: Alignment (1/2) Controls aligned
UI Design: Alignment (2/2) Further alignment
UI Design: Consistency Labels are consistent now
UI Design: Whitespace White space added
The Rule of Doubles ,[object Object],Any interface can be made twice as complicated as the original one.
Information Coding ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
English vs. Russian ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Web 1.0 – A Basis for Web 2.0 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],_______________ Slide by  David Heller, www.synapticburn.com
Web 2.0 _______________ Slide by  David Heller, www.synapticburn.com
Web 2.0
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Web 2.0 _______________ Slide by  David Heller, www.synapticburn.com
AJAX ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],_______________ Slide by  David Heller, www.synapticburn.com
Not Pages but Pathways A  page  is a metaphor of a moment  of uninterrupted context “ There is no [page], Neo” “ There is no page, only pathways” – Emily Chang & Max Kiesler _______________ Slide by  David Heller, www.synapticburn.com
Business requirements User needs Structure Test Launch Design Build _________ Slide by Brandon Schauer Web 2.0: Something you should know Rules of ^ Build & ^ Re- ^ Story Group & user needs Interact Beta
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Summary: Techniques of Effective Design
[object Object],[object Object],Section Three 1. What is Usability Testing 2. Methods 3. Software and Hardware 4. Examples
[object Object],[object Object],[object Object],Usability Testing
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Usability Testing: What should we test?
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Usability Testing: Participants
Usability Testing: Regular UT Laboratory Users Room Observation Room
Usability Testing: The Future of UT Laboratory
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Usability Testing: Methodology
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Usability Testing: Methods of Testing
Usability Testing: Software 1/ 2 /
[object Object],Usability Testing: Eye Tracking Camera
[object Object],[object Object],Section Five 3 .  UI Redesign in Action 2.  The profession 4 .  Questions and Answers 1.  Controversial Points
Controversial Points (1/3)
Controversial Points (2/3)
Controversial Points (3/3)
Processing without IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Processing with IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Processing without IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Processing without IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Processing without IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Processing without IA and UI Designer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Question One Vlad Rybaltovsky asks: “ What is Web 3.0?”
Answer (1/5)
Answer (2/5)
Answer (3/5) This picture appears as  a search response for  “ Web 3.0” keyword in  Google.com
Answer (4/5) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Answer (5/5) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Answer (5/5) RDF (Resource Description Framework) RDF #1 @prefix : <http: www.example.org> . :john a :Person . :john :hasMother :helga . :john :hasFather :henrich . :richard :hasSister :jane .   (John has father Henrich) ____________________________________________________________________ RDF #2: @prefix : :henrich :hasBrother :han {? a :hasFather ?b . ?b :hasBrother ?c . }  => { ?a :hasUncle ?c }   (Henrich has brother Han) ____________________________________________________________________ Summary from RDF#1 and RDF#2: =>(John has uncle Han)
Question Two As you remember 6 – 8 years ago web applications were named ‘thin client’ because client was only web browser and all application logic was on server. And one of advantages of web application was that user can has slow computer.  Now we can see a tendency of moving some part of server application to browser (AJAX, Flash, and etc.) So browsers have to increase their API and become more complex and run more hard (slowly) web application. And there is the question: Is it right way to future or it is just temporary bells and whistles? Victor  Yarmolovich  asks:
Answer Thin/Thick Clients: Mainframes PCs Web 1.0 Web 2.0 ??? Thin Clients Thick Clients
Question Three Evgeniy Mironov asks: What is Jacob Nielsen  silent about?
Answer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Question Four Eugene Kirdzei asks: Are there any design  criterion/rules/approaches which could be  used during designing of site and its  components?
Answer Use Website Patterns: Promo, Ecommerce, Corporate, Business, Entertainment, Portal, Intranet, etc.  Use UI Patterns: Structure, Layout, Navigation, Forms, Interaction, etc. _____________ http://ui-patterns.com/   http://www.time-tripper.com/uipatterns/ http://www.welie.com/patterns/ http://groups.ischool.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns http://www.lukew.com/resources/articles/DesignPatterns_LW.pdf http://www.flickr.com/photos/factoryjoe/collections/72157600001823120/

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Ui Design And Usability For Everybody

  • 1. UI Design and Usability for Everybody June, 2008 Slide 1 of 206
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  • 4. The Process: Two Ways to Design User Interface User-Oriented Design System-Oriented Design
  • 5. The Process: Simplified Interface Design Process
  • 6. The Process: ISO Human-centred D esign P rocesses Meet Requirements ISO13407 PLAN the Process SPECIFY the Context of Use PRODUCE Design Solutions SPECIFY User Requirements EVALUATE against Requirements
  • 7. The Process: Mapping on RUP (1/2)
  • 8. The Process: Mapping on RUP (2 /2) UI Modeling
  • 9. The Process: Levels of User Interface Design Concrete Abstract Completion Conception
  • 10. The Process: Three Angles of User Experience Design _______________ http://www.raremedium.net/
  • 11. The Process: Features of Successful System Design _______________ Slide by Peter Morville, 2004
  • 12. The Process: Disciplines and Factors of Successful User Experience _______________ Slide by Magnus Revang, 2007
  • 13. The Process: Five Typical Iterations (Pathfinder Associates) _______________ Slide by Hala Heymassi, Elyse Sanchez, Robert Moll, Charles Field. Pathfinder Associates Five Typical Phases, Activities, Deliverables
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  • 22. Design: User Scenarios (1/2) User Scenario —is an overall description of how the user/persona/actor interacts with the system Scenarios focus on user’s requirements not on business and technical requirements (like Use Case does). User scenario usually has one-to-many relationship with use cases. User scenario is global, use case is technically detailed.
  • 23. Design: User Scenarios (2/2) Persona Scenario Scenario Use Case Use Case Test Case Test Case Test Case
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  • 39. User Satisfaction “ Satisfaction is the comfort and acceptability of the work system to its users.” There is the user’s satisfaction of the system’s Efficiency and Effectiveness and also aesthetical satisfaction of the visual design. Why is this girl so happy? Think twice before answer. Because this is just a photo from US photo stock!
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  • 41. Information Architecture (2/2) _________ Slide by Brandon Schauer
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  • 43. Levels of Usability Problems Micro Usability Problems Macro Usability Problems
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  • 51. How do We Look on Screen? (1/3) ?
  • 52. How do We Look on Screen? (2/3)
  • 53. How do We Look on Screen? (3/3) 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3
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  • 63. Visual Design: Repetition My Details Page Layout Identified Savings Page Layout Submenu Breadcrumbs (path) Page Title Explanatory Text Search Pane Form or Grid
  • 66. Visual Design: Contrast EPAM Presentation Standard PowerPoint Template
  • 67. UI Design Principles: Organizing and Grouping Organizing and Grouping Items relating to each other should be grouped close together. When several items are in close proximity to each other, they become one visual unit rather than several separate units. This helps organize information, reduces clutter, and gives the reader a clear structure. I
  • 68. UI Design Principles: Consistency Consistency Repeat UI elements of the design throughout the piece. You can repeat everything—behaviors, controls, grids, approaches, paradigms, UI concepts and patterns, etc. This develops the organization and strengthens the unity. II
  • 69. UI Design Principles: Alignment Alignment Nothing should be placed on the page arbitrarily. Every element should have some visual connection with another element on the page. This creates a clean, sophisticated, fresh look. III
  • 70.
  • 71. UI Design No principles applied
  • 72. UI Design: Organizing and Grouping (1/2) Controls organized
  • 73. UI Design: Organizing and Grouping (2/2) Controls grouped
  • 74. UI Design: Alignment (1/2) Controls aligned
  • 75. UI Design: Alignment (2/2) Further alignment
  • 76. UI Design: Consistency Labels are consistent now
  • 77. UI Design: Whitespace White space added
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  • 82. Web 2.0 _______________ Slide by David Heller, www.synapticburn.com
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  • 86. Not Pages but Pathways A page is a metaphor of a moment of uninterrupted context “ There is no [page], Neo” “ There is no page, only pathways” – Emily Chang & Max Kiesler _______________ Slide by David Heller, www.synapticburn.com
  • 87. Business requirements User needs Structure Test Launch Design Build _________ Slide by Brandon Schauer Web 2.0: Something you should know Rules of ^ Build & ^ Re- ^ Story Group & user needs Interact Beta
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  • 93. Usability Testing: Regular UT Laboratory Users Room Observation Room
  • 94. Usability Testing: The Future of UT Laboratory
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  • 109. Question One Vlad Rybaltovsky asks: “ What is Web 3.0?”
  • 112. Answer (3/5) This picture appears as a search response for “ Web 3.0” keyword in Google.com
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  • 115. Answer (5/5) RDF (Resource Description Framework) RDF #1 @prefix : <http: www.example.org> . :john a :Person . :john :hasMother :helga . :john :hasFather :henrich . :richard :hasSister :jane . (John has father Henrich) ____________________________________________________________________ RDF #2: @prefix : :henrich :hasBrother :han {? a :hasFather ?b . ?b :hasBrother ?c . } => { ?a :hasUncle ?c } (Henrich has brother Han) ____________________________________________________________________ Summary from RDF#1 and RDF#2: =>(John has uncle Han)
  • 116. Question Two As you remember 6 – 8 years ago web applications were named ‘thin client’ because client was only web browser and all application logic was on server. And one of advantages of web application was that user can has slow computer. Now we can see a tendency of moving some part of server application to browser (AJAX, Flash, and etc.) So browsers have to increase their API and become more complex and run more hard (slowly) web application. And there is the question: Is it right way to future or it is just temporary bells and whistles? Victor Yarmolovich asks:
  • 117. Answer Thin/Thick Clients: Mainframes PCs Web 1.0 Web 2.0 ??? Thin Clients Thick Clients
  • 118. Question Three Evgeniy Mironov asks: What is Jacob Nielsen silent about?
  • 119.
  • 120. Question Four Eugene Kirdzei asks: Are there any design criterion/rules/approaches which could be used during designing of site and its components?
  • 121. Answer Use Website Patterns: Promo, Ecommerce, Corporate, Business, Entertainment, Portal, Intranet, etc. Use UI Patterns: Structure, Layout, Navigation, Forms, Interaction, etc. _____________ http://ui-patterns.com/ http://www.time-tripper.com/uipatterns/ http://www.welie.com/patterns/ http://groups.ischool.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns http://www.lukew.com/resources/articles/DesignPatterns_LW.pdf http://www.flickr.com/photos/factoryjoe/collections/72157600001823120/