TASK FLOW-home, login,etc
use case- a narrative of what the user wants to do
task flow is a picture version of that navigating through all the screens- FOR A PARTICULAR TASK-look at task flow examples-lecture 8
Journey Map- an experience map-a way of designing the user experience all the way through in one big long specification.
talk to users after wireframes AND after prototype
Keep a clear visual heir arch- people scan through pages to find what they want – they don’t read it all!
UI design is based on human psychology-
USABILITY- making sure something works well for all experience levels
Make it easy to get home -design practice idea of making banner logo clickable for homepage
mental models- small scale models we construct in our mind – we predict what might happen/how it might work. If you break the mental model they get frustrated.
User Model:How does a child think the product works is an important consideration for Artovate.
How is it presented to the user in the UI.
Implementation Model:How is the product implemented.
the user model must be the topmost consideration
7 design principles to help
simplicity- rules of how it works should be simple
familiarity- exploit prior knowledge
recognition- provide cues
flexibility-let them perform actions in any order-multiple paths
feedback- give them immediate feedback, they need to know they have clicked something
safety- allow them to undo things, don’t interrupt them though
affordances-design should imply the things you can do.
figure out how people think your product should work- build a matching interface- none of the implementation model bleeds through
Mock ups are different to wire frames in that they give all of the visual decorations,textures etc. Affordances should be apparent
to test out technical feasibility
to clarify some vague requirements
to allow user testing and evaluation
to check that a design direction is compatible with the rest of the system development.
Appropriate fidelity– for the prototype(in terms of whether to paper prototype or so one with more fidelity) what fidelity do you need to explain what it is you are building and why you are building it.
Low fidelity prototypes are useful to UX designers because they are quick to create and are flexible. it also allows you to make changes that the stakeholders want.
Low visual, high functional- HTML prototypes, still as a wireframe but with active links. it allows you to do remote user testing, Useful for workshops also.
high visual,high function- a lot of time to build, not always worth the extra cost, useful for changes to existing systems, testing with non tech savvy users.