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By Felipe Erias Morandeira. The goal of user-centred design is to understand people and technology to create systems that are usable, useful and attractive. It is more of a general approach than a fixed methodology, although there exist several semi-formal processes. Design usually starts with the gathering of knowledge about users and their goals, contexts of use, existing tools, etc. Those insights are synthesized into design proposals that need to be iteratively evaluated and refined. This synthesis consists of two overlapping and complementary processes. The first one, prevalent at the beginning, generates and explores ideas. The second one strives to make decisions and narrow down the design, from general concepts to fine details. Sketches are used at the beginning, when the goal is to quickly explore different possibilities; prototypes belong in the later stages, when the goal is to confirm earlier decisions and narrow down the design. Hand-drawn sketching has been a tool of craftsmen and artists for centuries. In an analogue way, we can sketch interactions and experiences when creating software solutions. These quick and inexpensive sketches are not only an invaluable tool for generating and exploring new ideas: they are also a great way to communicate initial design decisions and involve more people from the community in the design process. This talk will start by positioning the role of sketching in a general design process. It will then present a number of techniques than may be used to sketch interactive solutions on GNOME, ranging from simple pen and paper to Free SW tools and frameworks. Several practical examples will be discussed, including some from my own work on GNOME applications like the Epiphany browser. More information at http://blogs.igalia.com/femorandeira/2012/07/31/sketching-interactions-talk-at-guadec-2012/
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Introduction
SW Engineering at Uni. Coruña
Erasmus + internship in Germany
Joined Igalia in 2007
Development on GNOME and mobile
MSc. HCI - Uni. York
"Getting the design right,
and the right design"
“Getting the design right...”
Discoverability
Usability
Accessibility
Visual appearance
Performance
… and the right design”
What does that mean?
patrick_nouhailler - Flickr
Osakajon - Flickr
“A little figurine I got when I was in Franceto remind me of my visit to the Eiffel Tower”
Esm723 - Flickr
Levels of processing
Donald Norman, "Emotional design"
Visceral
Behavioural
Reflective
What is "cool"?
Karen Holtzblatt (InContext)
Accomplish Direct into action
Connection The hassle factor
Identity The delta
Sensation
What is "cool"?
Accomplish my intent anywhere, on my time
Direct into action without hassle
Connection
Identity
Sensation & Aesthetics
Achieving this
Requirements-driven development does
not respond to what people really value
Need to evaluate and refine designs
Need to elicit the real user requirements
Bill Buxton, “Sketching User Experiences”
Laseau (1980) – cited by Buxton
Design is a negative craft
Leonardo Da Vinci (c. 1488) - Wikipedia
Picasso, “Don Quijote” (1955) - Wikipedia
We need to sketch behaviour
Sketches
Fast
Cheap
Plentiful
Disposable
Sketches vs prototypes
Continuum: start with sketches, gradually
use prototypes as the product becomes
more defined
Benefits
Ideation
Organise, clarify your thoughts
Communication
Thought aid
Ideation, “Exhaust the design space”
Communication (designers, community)
Techniques and Examples
The Wizard of Oz (1939)
The Wizard of Oz (1939)
The Wizard of Oz (1939)
Wizard of Oz
What matters is the fidelity of the experience
Examples
Airline ticket kiosk – Erdman & Neal, 1971
Speech-to-text – IBM, 1983
“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee
“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee
“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee
“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee
Stories
Storyboard - The Birds
Interaction flow
Interaction flow
Interaction flow
Interaction flow
Interaction flow
Interaction flow
Interaction flow
Interaction flow
Paper interface for a tablet music app.
Palm Pilot wooden prototype (1995) – computerhistory.org
CWI – University of Amsterdam
CWI – University of Amsterdam
CWI – University of Amsterdam
In GNOME
Wireframes and visual mockups
Demo: multiple selection
http://jimmac.fedorapeople.org/gnome3/boxes/overlay-toolbar2/
Demo: Epiphany navigation
https://mail.gnome.org/archives/desktop-devel-list/2012-May/msg00318.html
https://mail.gnome.org/archives/desktop-devel-list/2012-May/msg00327.html
In GNOME
Communication of design decisions, a
problem in GNOME
Small teams, a lot of potential
stakeholders
Remote + different organisations
In summary...
Turn off your computer from time to time :-)
Grab some pen & paper
Don't settle, try new things out
Thanks!