This session was done by Erik Klimczak. I got into it late, and it was standing room only, so I had to jot notes down on my phone. Hopefully these still make sense and there’s not too many typos/autocorrects.
- James Webb Young quote about ideas
 - Sketch out ideas
 - Sketch early& often to identify edge cases quickly
 - Define patterns, be consistent, reduce steps
 - Storyboarding as a form sketching
 - Drawing app in context of environment will help define usage
 - Tools: sharpie, moleskine, non-photo pencil, neutral gray pen
 - Wireframing to identify interactions, pattern layout, and get stake holder buy in early
 - Good wireframe: content, interaction, layout, hierarchy, functionality
 - Prototyping: whole point is to be wrong
 - Paper prototyping give sense of relative size. Think about things like touch screens and apps.
 - Prototyping is about taking it. Be clever, not complicated
 - Colors: start with solids and add gradients if necessary
 - Be aware of the psychology of colors
 - Use tints of color to add more colors to your palette of 2-3 colors
 - Shades of gray for the chrome of the app
 - Typography: if done right, you don't see it.
 - For print use serif body font with san-serif headers. Generally opposite for digital
 - Pick a typography and stick with it.
 - Rhythm & Scale calculator in Chrome app store
 - Pick a single family with lots of variations to give variety.
 - Visual Communication: telling the most with the least amount on a screen at a time.
 - Basically logically organizing UI.
 - If things look the same or are grouped together, the user expects them to behave the same.
 - Consistent margins, spacing, type size...
 - Reducing colors, and redundancy will greatly help.
 - Grids actually help break up a UI to help with consistent layout
 - Motion: easing should be between 250-350 milliseconds to always feel snappy
 - Animations don't always have to be complete for a user's mind to fill in the blanks.
 - Use motion for long running operations
 - Artefact Animator for C#/XAML
 - Interaction design: user flow is when the interface gets out of the way so the user feels productive
 - Avoid modal states & pop ups
 - Use color cues (red X)
 - Don't block UI
 - Read About Face 3
 - Solicit feedback: if the user doesn't know they can do something or doesn't feel confident about an action, they won't perform the action
 - Mouse adorners, touch/click states, audio, inline feedback (invalid input, password strength), wizards, refresh animations for long operations all are great forms of feedback
 - UX patterns: don't reinvent the wheel
 - Most every pattern you'd need is out there
 - He has a forth-coming book: Design For Software
 

No comments:
Post a Comment