2. requirements definition
➝ creating problem and vision statements
➝ brainstorming
➝ identifying persona expectations
➝ attitudes,aspirations, social, cultural, environmental factors
➝ general expectations and desires
➝ behaviour desired from the product
➝ how does the persona think about basic elements of data"
(e.g. email: message and people)
➝ constructing context scenarios
➝ identifying requirements"
object, action, context"
data and functional requirements"
business, brand, experience, technical, customer and
partner (3rd party)
3. exercise
➝ for your design idea define requirements"
object, action, context
➝ 5min alone
➝ 5min in pairs with feedback
4. defining the interaction framework
how is the product structured and how does it behave to
meet user goals
➝ define form factor, posture and input methods
➝ define data and functional elements
➝ determine functional groups and hierarchy
➝ sketch the interaction framework
➝ construct key path scenario
➝ check designs with validation scenarios
5. step 1: !
factor, posture and input methods
➝ form factor"
smart phone, PC, kiosk system
➝ posture"
how much attention will user devote to interacting with product – how
does the product behave in response (should be based on usage
contexts and environments)
➝ input"
more on that in mobile i/o lecture, touch screen, numerical keypad,
voice etc.
6. step 1:!
exercise
➝ define form factor, posture and input methods for your design idea
➝ 5min alone
➝ 5min in pairs
7. step 2:!
functional and data elements
➝ data elements
➝ e.g. pictures e-mails, SMS etc. and their important attributes clear from
scenario
➝ their relationships (grouped, sub-structure)
➝ functional elements (operations on them)"
e.g. for Vivien scenario (see moodle) needs to reach contacts by"
voice activation, assignable quick-dial buttons, select contact from list,
select contact from header of email, memo, appointment, auto-
assignment of a call button in proper context (upcoming appointment)
➝ check with context scenario what solution would:
➝ accomplish user goals most efficiently,
➝ best fit design principles,
➝ fit technology and cost parameters,
➝ other requirements?
➝ pretend the product is human
➝ apply principles and patterns
8. step 2:!
exercise
➝ define data and functional elements for your design idea - at least
three tasks should be supported
➝ 5min alone
➝ 5min discuss in pairs
9. step 3: !
functional groups and hierarchies
➝ what needs a lot of screen estate?
➝ which elements contain others?
➝ how to arrange containers to optimize flow?
➝ which elements are used together, which aren t?
➝ in what sequence will they be used?
➝ what interaction principles and patterns apply?
➝ how does the personas mental model affect organization?
10. step 4:!
sketch the interaction framework
➝ time for rectangles – on whiteboards (plus camera)
➝ one or two people together – one thinks in terms of the narrative of
the design
➝ boxes represent functional group and/or container
➝ what is the central screen – how can you get there from within and
without?
11. steps for interaction design
➝ design the UI structure of the application
➝ document it as a navigation map of the application s views
Note: Ideally this
is already a part
of the
application s UI
concept.
Task flow should utilize
the views/services of
other applications, when
available.
Design it accordingly.
Navigation map of an imaginary Contacts application.
12. exercise
➝ sketch with a pen and paper the following interaction as a navigation
tree: carry out the task that resembles most your design idea on your
mobile phone (enter an event into the calendar, receive SMS)
➝ what kind of alternative interactions (e.g. short-cuts) are provided?
➝ compare the interaction of your device to your colleague s devices
• 5-10min (alone)
• 5-10min (all/
discussion)
13. wireframe examples
➝ hand drawn sketches
➝ Quick and fast reviews
➝ Encourage experimentation and honest critique
➝ annotated wireframes
➝ describe the functional elements
➝ elements are explained
➝ annotations enables the wireframe to be
understood
➝ high fidelity wireframes
➝ includes images, colors, fonts well thought
14. value at later stages
ID
General
description
Use both
illustrations and
Purpose texts to
communicate the
Access from interaction design.
Contents
Menu
Functionality
Exceptions
15. wireframe examples
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➝ a wireframe map showing an overview of all the screens and the
interactions between them
17. step 5:!
key path scenarios
➝ depict primary pathways (that persona takes with greatest frequency,
often)
➝ focus on task level
➝ must describe in detail each major interaction with the system
➝ storyboarding + key path scenario narrative – e.g. in powerpoint, pdf
to feel the flow
18. step 6:!
check designs with validation scenarios
➝ key path variants"
less travelled, common exceptions, secondary persona needs
➝ necessary use scenarios"
necessary but infrequent
➝ edge cases"
atypical cases that must be handled
19. writing the design documents
➝ agree about the tools
➝ agree about the level of design
➝ “Standard” MS Office details and used file formats
products: Visio, Word, ➝ concepts (ppt)
PowerPoint
➝ light UI (Visio)
➝ other professional tools
➝ complete UI specification
➝ shareware tools
(Word with Visio images)
20. visual design framework
➝ in our case: stick to the visual style and language on the target device
➝ colour coding
➝ legibility
➝ branding
➝ look and feel
➝ apply to screen archetype
23. some mobile UI guidelines
Guidelines! Links!
Forum Nokia
http://www.forum.nokia.com/
(Nokia Series 40, Nokia Series Tools_Docs_and_Code/Documentation/
60 )
Usability/
UI_Style_and_Visual_Guidelines.xhtml
UIQ (Sony Ericsson, Motorola)
http://developer.uiq.com/
Windows Mobile
http://developer.windowsmobile.com/
Android
http://developer.android.com/index.html
iPhone
http://developer.apple.com/iphone/
dotMobi Mobile Web http://mobiforge.com/designing/blog/web-
Developers Guide
developers-guide-released
24. UI design patterns
➝ example sources of general UI design patterns
➝ http://www.usability.gov/pdfs/guidelines.html Research Based
Guidelines
➝ http://www.welie.com Patterns in Interaction Design
➝ http://designinginterfaces.com/ Patterns by Jenifer Tidwell
➝ http://ui-patterns.com Patterns by Anders Toxboe
➝ http://patterntap.com Pattern Tap
➝ http://quince.infragistics.com/ UX Patterns Explorer
➝ http://www.androidpatterns.com/