The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens

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The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so. During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. You’ll learn principles and tactics for building multi-user, multi-platform experiences and you’ll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms. In this session, you will learn: How to recognize and avoid pitfalls in your project development, UX design, and development practices To design your digital products as universal, extensible services and ecosystems The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur How to branch design to address platform-specific features, capabilities, and expectations

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The Trouble With All Those BoxesDesigning for ecosystems and people instead of screens and pages

@shoobe01 #mLearnCon

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“I'm as interested in "channels" as a thing when designing ecosystems as I am in pages when reading a book.”

– Andrea Resmini

@resmini

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“What we’re doing is trying to translocate information, and all the machine does is impair that process. Possibly infinitely. You have a choice over where it goes, and that’s it.”

– Martin Geddes

@hypervoice

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• Design for Every Screen

• Mobile is More

• Design for Failure

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• Design for Every Screen

• Mobile is More

• Design for Failure

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Mobile First?

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Design for Every Screen

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

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• Design for Every Screen

• Mobile is More

• Design for Failure

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Wrong

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“…inequality is where the opportunities/challenges for design really are.”

– Andrea Resmini

@resmini

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Every platform is a unique and special snowflake.

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Mobile is More

Branch Design to Platforms

• Pick your platforms • Mark/strike interactions for each

platform• Design by widget/module• Embrace polymorphism• Design for re-use

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• Design for Every Screen

• Mobile is More

• Design for Failure

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“when these subsystems are combined into larger systems, we enter the world of non-linear dynamics, complex interactions, chaotic behavior — and often, disastrous non-resilience...”

– Michael Mehaffy

tectics.com

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Resilience Design Method:

1. Evaluate by widget

2. Determine user tolerance

3. Rate by severity

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Design for Failure

Evaluate, avoid, fix

• Evaluate each component for pitfalls• Detrmine user tolerance• Rate severity, risk• Can you avoid the issue? • Can you mitigate the issue?

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Philosophy, Not Process

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Contact me for consulting, design, to

follow up on this deck, or just to talk:

Steven Hoober

steven@4ourth.com

+1 816 210 045

@shoobe01

shoobe01 on:

www.4ourth.com

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Every platform is fragmented

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