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Basics of Interaction Design and Strategy
School of Visual Arts | July 11, 2015 Robert Stribley
Today’s presentation will be available on
SlideShare following the workshop:
www.slideshare.net/stribs
Robert Stribley
@stribs
Introduction
My clients have included:
• Bank of America, PNC, Wachovia
• Citibank, JPMorgan, Morgan Stanley, Oppenheimer Funds,
Prudential, Smith Barney, T. Rowe Price
• Boston Scientific, Nasonex
• Choice Hotels, RCI, Sotheby’s International Realty
• Computer Associates, EMC
• Ford, Lincoln, Mercedes, Smart
• FreshDirect
• AT&T, Nextel
• Day One, Red Cross, Smithsonian National Air & Space
Museum
• Pearson, Travel Channel, Women’s Wear Daily
About You
• What’s your name?
• What do you do for work?
• What do you do for fun?
• If you could see one museum exhibit, what would it
be?
Introduction
Goals of this workshop
• Learn about particular user experience
principles in detail
• Learn about principles for responsive design
in detail
• Learn about the value of creating user
journeys and create a detailed user journey
as a team
• Brainstorm and design a responsive home
page as a team
• Brainstorm and design a mobile app
experience as a team
Introduction
Agenda
Morning
• UX Principles
• Grids
• Project
• User Journeys
• Lunch
Agenda
Afternoon
• Site Map
• Responsive Design
• Team Exercise: Responsive Home Page
• Team Exercise: Mobile App
• Review & Feedback
• Good Design
• Q&A
Agenda
UX Principles
Scent of information
Progressive disclosure
Information clustering & hierarchy
Remove paths not taken
Tyranny of consistency
There is no fold
Death of the homepage
Know your audience
UX Principles
Everything
Is Important
NOT
Scent of Information
1
3 Clicks? A myth
Designing for scent
is more successful
than designing for
navigation.
– Jared Spool, UIE
If there is a scientific
basis to the Three-
Click Rule, we
couldn't find it in our
data.
- User Interface
Engineering, April 2003
3 Clicks? A myth
Self Study
“Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
Progressive Disclosure
2
Tease users.
Then draw them to the
details.
“Progressive disclosure
defers advanced or rarely
used features to a
secondary screen, making
applications easier to learn
and less error-prone.”
-Jakob NielsenSelf Study
“Progressive Disclosure” - Jakob Nielsen, December 4, 2006
Self Study
“Progressive Disclosure” – Jennifer Tildwell
Progressive disclosure with menus and form design
Information Clustering
& Hierarchy
Lustmord Table by Jenny Holzer, 1994
3
“Designers can create
normalcy out of chaos; they
can clearly communicate
ideas through the organizing
and manipulating of words
and pictures.”
—Jeffery Veen, The Art and Science of Web
Design
When information is
clustered appropriately on a
screen, users can scan and
quickly come to terms with
the intent of the content.
1. Group features
and content by
type
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
1. Group features
and content by
type
2. Position them
according to an
intuitive hierarchy
3. Drop or demote
the less important
content
Example
Screenshot
Remove Paths
Not Taken
4
Reduce the field of view
Once users commit to a
path, remove irrelevant
navigation
Example
Screenshot
The Tyranny of
Consistency
5
Consistency is an important but
sometimes over-rated tool
It’s key in maintaining a
coherent experience
But develop an eye to know
when to break from it
Design pages so they're scalable
Suppress modules or sections of
the page until they're needed
Don’t labor to create content just
to ensure every page is
"consistently" populated
Death of the Home
Page
6
People may come to your homepage
But more and more likely not
They’re more likely coming from Google or social
media
Many sites report only 20% of visitors landing on
their homepages
Some as few as 10 or 5%
• 88% of traffic coming to The Atlantic not hitting home page
• More than 50% of visitors to the NYT not arriving at the
home page
Have you ever bought a book on Amazon.com
because you saw it on the homepage?
More Important?
• SEO*
• Taxonomy
• Meta data
• Tagging
*search engine optimization
Example
Screenshot
There is no fold
7
iamthefold.com
“Web users spend 80% of their
time looking at information above
the page fold. Although users do
scroll, they allocate only 20% of
their attention below the fold.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
“People will look very far down a page if (a) the layout encourages
scanning, and (b) the initially viewable information makes them believe
that it will be worth their time to scroll.
Finally, while placing the most important stuff on top, don't forget to put a
nice morsel at the very bottom.”
- Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
Know Your Audience
8
Consider the amount of
attention an audience
needs on a particular
screen*
*It may be zero
Recapping:
•Scent of Information
•Progressive Disclosure
•Information Clustering & Hierarchy
•Remove Paths Not Taken
•The Tyranny of Consistency
•Death of the Home Page
•There Is No Fold
•Know Your Audience
Grids
“To me, using grids is very
much like alphabetizing
things… sooner or later,
you realize that the
alphabet is an incredibly
useful organizing
principle.”
– Khoi Vinh, former design Director, NYTimes.com
Grids
“The true benefit of using a grid is that
as you learn how to use a grid, you start
to think systemically about the solutions
you design. You start to try and see how
various details can echo one another,
how different regions of the canvas can
be reused or used for similar things,
how like elements can be grouped
together.”
– Khoi Vinh
Grids
More about designing with grids:
960 Grid System
960.gs
Design by Grid
www.designbygrid.com
Hashgrid
www.hashgrid.com
Grids
Our Project
Develop a museum experience for MOMA
which utilizes both a responsive desktop
design and a mobile app experience, so users
can engage with it both at home on their
desktop computer in preparation for their trip
and during their visit via mobile app.
Our Project
Guidelines
• Since the the responsive website will display
on a mobile phone, the app must not simply
repeat the website content
• Thought should be given specifically to how
the app can help visitors during their onsite
visit, but provide some value to users before
and after their trip, too
• Visitors will have comprehensive access to
Wi-Fi throughout the entire museum space
Our Project
Personas
Our Project
Competitive Review
Key Findings
• Ability to highlight multiple exhibits
• Access to collections
• Display of upcoming events
• Focus on membership
• Visitor information
• Learning and education information
• Ability to view different locations
• Anything else?
• Any key differentiators?
Competitive Review
User Journeys
User Journeys
“Design is all about
entrances and
exits.”
- Rem Koolhaas
User Journeys
Definition:
“A user journey, or journey map, visualizes a path
or flow through a Web site, application, or service
experience—from a starting point to an end
objective—based on the user’s motivations and
experiences. Journey mapping helps us to create
a mental model of an experience that the user
goes through to achieve a goal. This valuable
information lets us document and visualize
existing paths that the user takes and, in turn,
analyze and improve upon them.”
- Shean Malik, Mapping User Journeys Using Visual Languages
User Journeys
Methodology:
• Keep developed personas in mind
• Determine users’ primary needs
• Consider their pain points as well
• Brainstorm different ways to help their needs and address
their pain points
• Develop a journey according to a time-based progression
• Consider how various moments in their journey can be
handled digitally
• Create relevant hooks and calls to action (CTAs)
• Strike a balance between freedom of movement and an
ideal path
Self Study
“An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
User Journeys
User Journeys
Class Exercise:
Develop a user journey.
• Divide into teams
• Discuss what you expect a typical
user to do
– At home
– At the museum
– With a specific exhibit
– Back home
• Develop a high-level diagram, which
depicts a single journey
• Incorporate features applicable to
Andy’s persona
User Journeys
20min
s
Features Identified
Let’s review your user journeys and discuss
some of the features your team identified.
User Journeys
Lunch Break
Afternoon
• Site Map
• Responsive Design
• Team Exercise: Responsive Home Page
• Team Exercise: MoMA app Design
• Team Presentations
• Good Design
• Q&A
Agenda
Create a Site Map
Simple site map
illustration
Site Map
Class Exercise:
Develop 2 high-level site maps based on features
you discovered in your user journey, plus any
additional content needed to flesh out the
experience.
• One for the MoMA web site
• One for the MoMA mobile app
Site Map
20min
s
Review Site Maps
Let’s review your site maps
Site Map
Responsive Design
Responsive Web Design
“Rather than tailoring disconnected designs to each of an ever-
increasing number of web devices, we can treat them as
facets of the same experience. We can design for an optimal
viewing experience, but embed standards-based technologies
into our designs to make them not only more flexible, but more
adaptive to the media that renders them. In short, we need to
practice responsive web design.”
– Ethan Marcotte, Responsive Web Design, A List Apart
Self Study
Ethan Marcotte: Responsive Web Design
Responsive Design
Responsive Design Characteristics
• Mobile first
• Break points
• Grids
• Handling navigation
• Handling tables
• Maintain content and features
• Maintain hierarchies
• Images
• Text
• Dropping content or features
Responsive Design
Mobile First
• Design for “mobile first” – the smallest device first, then work
up from there
• Smallest device may no longer be a mobile phone
• Mobile first may encourage simple design, but it need not be
simplistic
Responsive Design
Break Points
• Responsive designs adjust at different “break points”
corresponding to the dimensions of various devices, typically
desktop, tablet and mobile
• However, they’re intended to be content, not device-specific
• Typically at least two:
– e.g. 320px for mobile, 768px for tablet (portrait), desktop
– e.g. 320px for mobile, 768px for tablet (portrait), 1280px for desktop
• May also add “minor breakpoints” to address specific issues
at various dimensions
Responsive Design
Responsive Design
Grids
• Grids are fluid within a responsive design – they change
according to screen dimensions
• For example, a desktop design might utilize a 12-column
grid, tablet a 9-column grid, and mobile a 4-column grid
• Depending on the screen, modules may shift both in size and
in placement
Responsive Design
Responsive Design
Responsive Design
Responsive Design
Handling Navigation
• Navigation may be repositioned
• Often at tablet, especially mobile
• In desktop, elements of the navigation can be activated via
hover instead of click, since users are utilizing a cursor;
whereas in tablet and mobile, these main nav elements must
be activated via touch
• Design navigation to be touch friendly – e.g. large, tactile
targets
• Beware of the “hamburger menu”
Responsive Design
Responsive Design
Responsive Design
Responsive Design
Heavy mobile direction
Handling Navigation – Tabs
• Tabs may just reduced in size
• They can also be replaced with
– Accordions
– Dropdowns
– Carousel slides
• Consider the content to determine, which of these solutions
works best
Responsive Design
Responsive Design
Handling Tables
• Simplest solution for handling tables with multiples columns
is to reduce the number of columns (to one if necessary) and
stack them in mobile.
• You can also allow horizontal scrolling
• Or turn columns into individual slides users can swipe
through
Responsive Design
Responsive Design
Responsive Design
Desktop
Mobile - Scrolling
Mobile -
Stacked
Responsive Design
Not ideal for mobile
Maintain Content & Features
• The goal: Wherever possible, maintain content and features
across devices
• Must have a strong rationale for dropping any content or
features at the mobile level
Responsive Design
Responsive Design
Maintain Hierarchies
• Modules may be repositioned but hierarchies are maintained
Responsive Design
Responsive Design
Responsive Design
Images
• Generally, images should be “fluid”
• They will scale down in size as the screen resolution
changes
• Additionally, they may maintain their size, but be cropped
if they’re primarily decorative
• In this case, images must be selected carefully so that
important elements of them aren’t automatically cropped
out
• In some cases, if the image isn’t needed, it may be
dropped entirely for mobile devices
Responsive Design
Responsive Design
Responsive Design
Text
• Text size is maintained where possible, though headings and
headlines may be reduced in size
• Text blocks will change in width from desktop to mobile
• However, keep lines of text to a maximum of 70 or 80
characters
• Do not automatically hyphenate text
Responsive Design
Responsive Design
Dropping Content or Features
• Whenever possible, avoid dropping content or features
• Occasionally, content or features can be dropped to save
screen real estate or if they’re not device appropriate
• Establish a clear rationale and principles for making such
changes
Responsive Design
Responsive Design
Avoid just shrinking content
Responsive Design
Responsive Web Design
by Ethan Marcotte
Team Exercise:
Design a
Responsive Home
Page
Design a Responsive Home Page
In your teams, design a responsive home page for MoMA’s
web site
1) Discuss features needed for a homepage
2) Sketch your ideas for a homepage individually
3) Share your sketches with your team mates
4) Collaborate on a single home page wireframe –
for both mobile and desktop
Team Exercise
1) Discuss features needed for a homepage
Team Exercise
20min
s
2) Sketch your ideas for a homepage individually
Remember: Sketch a desktop version and a mobile
version
Team Exercise
10min
s
3) Share your sketches with your team mates
Team Exercise
10min
s
4) Collaborate on a single home page
wireframe – for both mobile and desktop
Team Exercise
20min
s
Team Exercise:
Design a Mobile App
Design a Mobile App
In your teams, design a mobile app for MoMA
1) Discuss features needed for the app and
determine the 3 key screens you want to develop
2) Collaborate to design 3 keys screens
3) Review your work as a team to determine what
changes should be made
4) Make any necessary revisions
Team Exercise
1) Discuss features needed for the app and
determine the 3 key screens you want to
develop
No sketching yet!
Team Exercise
20min
s
2) Collaborate to design 3 key screens
Team Exercise
20min
s
3) Review your work as a team to
determine what changes should be
made
4) Make any necessary revisions
Team Exercise
20min
s
Gather Your Materials
If you’re finished, start collecting your app
and responsive homepage wires so you can
present them to the class as a team
Team Exercise
Team Exercise:
Review & Feedback
Good Design
Good design is…
Good design is innovative.
Good design makes a product useful.
Good design is aesthetic.
Good design makes a product understandable.
Good design is unobtrusive.
Good design is honest.
Good design is long-lasting.
Good design is thorough down to the last detail.
Good design is environmentally friendly.
Good design is as little design as possible.
Dieter Rams: 10 Principles of Good Design
© Dieter Rams, amended March 2003 and October 2009
Good Design
Q&A
Additional Resources
Books:
• Information Architecture for the World Wide Web –
Louis Rosenfeld, Peter Morville
• Information Architecture: Blueprints for the Web –
Christina Wodtke, Austin Govella
• The Elements of User Experience – Jesse James
Garrett
• Designing Web Navigation: Optimizing the User
Experience – James Kalbach, Aaron Gustafson
• Design of Everyday Things – Donald Norman
• Responsive Web Design – Ethan Marcotte
Local Events:
• IA Meetup
• Brooklyn UX
• Content Strategy Meetup
Web Sites:
• Alertbox
• A List Apart
• Boxes & Arrows
• wireframes.tumblr.com
Organizations:
• Human Computer Interactions (HCI)
• Interaction Designers Association (IxDA)
• Usability Professionals Association (UPA)
Further Studies:
• School of Visual Arts
• Continuing Ed classes
• MFA in Interaction Design
• Pratt – Course in Information Design
• Rosenfeld Media
• General Assembly
• Skillshare
• Adaptive Path
• The Information Architecture Institute
• The IA Summit
• Nielsen Norman Group
• User Interface Engineering
Video:
The Right Way to Wireframe by Russ Unger (YouTube)
Slideshare address:
http://www.slideshare.net/stribs
My article on how to find an IA job:
http://blog.onwardsearch.com/2012/08/information-architecture-a-guerilla-guide-to-breaking-in/
@stribs

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Basics of Interaction Design & Strategy - 6/12/15

  • 1. Basics of Interaction Design and Strategy School of Visual Arts | July 11, 2015 Robert Stribley
  • 2. Today’s presentation will be available on SlideShare following the workshop: www.slideshare.net/stribs
  • 3. Robert Stribley @stribs Introduction My clients have included: • Bank of America, PNC, Wachovia • Citibank, JPMorgan, Morgan Stanley, Oppenheimer Funds, Prudential, Smith Barney, T. Rowe Price • Boston Scientific, Nasonex • Choice Hotels, RCI, Sotheby’s International Realty • Computer Associates, EMC • Ford, Lincoln, Mercedes, Smart • FreshDirect • AT&T, Nextel • Day One, Red Cross, Smithsonian National Air & Space Museum • Pearson, Travel Channel, Women’s Wear Daily
  • 4.
  • 5. About You • What’s your name? • What do you do for work? • What do you do for fun? • If you could see one museum exhibit, what would it be? Introduction
  • 6. Goals of this workshop • Learn about particular user experience principles in detail • Learn about principles for responsive design in detail • Learn about the value of creating user journeys and create a detailed user journey as a team • Brainstorm and design a responsive home page as a team • Brainstorm and design a mobile app experience as a team Introduction
  • 8. Morning • UX Principles • Grids • Project • User Journeys • Lunch Agenda
  • 9. Afternoon • Site Map • Responsive Design • Team Exercise: Responsive Home Page • Team Exercise: Mobile App • Review & Feedback • Good Design • Q&A Agenda
  • 11. Scent of information Progressive disclosure Information clustering & hierarchy Remove paths not taken Tyranny of consistency There is no fold Death of the homepage Know your audience UX Principles
  • 13.
  • 14.
  • 16. 3 Clicks? A myth Designing for scent is more successful than designing for navigation. – Jared Spool, UIE If there is a scientific basis to the Three- Click Rule, we couldn't find it in our data. - User Interface Engineering, April 2003
  • 17.
  • 18.
  • 19. 3 Clicks? A myth Self Study “Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering
  • 21. Tease users. Then draw them to the details.
  • 22. “Progressive disclosure defers advanced or rarely used features to a secondary screen, making applications easier to learn and less error-prone.” -Jakob NielsenSelf Study “Progressive Disclosure” - Jakob Nielsen, December 4, 2006
  • 23. Self Study “Progressive Disclosure” – Jennifer Tildwell Progressive disclosure with menus and form design
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. Information Clustering & Hierarchy Lustmord Table by Jenny Holzer, 1994 3
  • 29. “Designers can create normalcy out of chaos; they can clearly communicate ideas through the organizing and manipulating of words and pictures.” —Jeffery Veen, The Art and Science of Web Design
  • 30. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  • 31. 1. Group features and content by type
  • 32. 1. Group features and content by type 2. Position them according to an intuitive hierarchy
  • 33. 1. Group features and content by type 2. Position them according to an intuitive hierarchy 3. Drop or demote the less important content
  • 35.
  • 37. Reduce the field of view Once users commit to a path, remove irrelevant navigation
  • 39.
  • 41. Consistency is an important but sometimes over-rated tool It’s key in maintaining a coherent experience But develop an eye to know when to break from it
  • 42. Design pages so they're scalable Suppress modules or sections of the page until they're needed Don’t labor to create content just to ensure every page is "consistently" populated
  • 43. Death of the Home Page 6
  • 44. People may come to your homepage But more and more likely not They’re more likely coming from Google or social media Many sites report only 20% of visitors landing on their homepages Some as few as 10 or 5% • 88% of traffic coming to The Atlantic not hitting home page • More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com because you saw it on the homepage?
  • 45. More Important? • SEO* • Taxonomy • Meta data • Tagging *search engine optimization
  • 47. There is no fold 7
  • 49. “Web users spend 80% of their time looking at information above the page fold. Although users do scroll, they allocate only 20% of their attention below the fold.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 50. “People will look very far down a page if (a) the layout encourages scanning, and (b) the initially viewable information makes them believe that it will be worth their time to scroll. Finally, while placing the most important stuff on top, don't forget to put a nice morsel at the very bottom.” - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  • 52. Consider the amount of attention an audience needs on a particular screen* *It may be zero
  • 53. Recapping: •Scent of Information •Progressive Disclosure •Information Clustering & Hierarchy •Remove Paths Not Taken •The Tyranny of Consistency •Death of the Home Page •There Is No Fold •Know Your Audience
  • 54. Grids
  • 55. “To me, using grids is very much like alphabetizing things… sooner or later, you realize that the alphabet is an incredibly useful organizing principle.” – Khoi Vinh, former design Director, NYTimes.com Grids
  • 56. “The true benefit of using a grid is that as you learn how to use a grid, you start to think systemically about the solutions you design. You start to try and see how various details can echo one another, how different regions of the canvas can be reused or used for similar things, how like elements can be grouped together.” – Khoi Vinh Grids
  • 57.
  • 58.
  • 59.
  • 60. More about designing with grids: 960 Grid System 960.gs Design by Grid www.designbygrid.com Hashgrid www.hashgrid.com Grids
  • 62. Develop a museum experience for MOMA which utilizes both a responsive desktop design and a mobile app experience, so users can engage with it both at home on their desktop computer in preparation for their trip and during their visit via mobile app. Our Project
  • 63. Guidelines • Since the the responsive website will display on a mobile phone, the app must not simply repeat the website content • Thought should be given specifically to how the app can help visitors during their onsite visit, but provide some value to users before and after their trip, too • Visitors will have comprehensive access to Wi-Fi throughout the entire museum space Our Project
  • 66.
  • 67.
  • 68.
  • 69.
  • 70.
  • 71.
  • 72. Key Findings • Ability to highlight multiple exhibits • Access to collections • Display of upcoming events • Focus on membership • Visitor information • Learning and education information • Ability to view different locations • Anything else? • Any key differentiators? Competitive Review
  • 74. User Journeys “Design is all about entrances and exits.” - Rem Koolhaas
  • 75. User Journeys Definition: “A user journey, or journey map, visualizes a path or flow through a Web site, application, or service experience—from a starting point to an end objective—based on the user’s motivations and experiences. Journey mapping helps us to create a mental model of an experience that the user goes through to achieve a goal. This valuable information lets us document and visualize existing paths that the user takes and, in turn, analyze and improve upon them.” - Shean Malik, Mapping User Journeys Using Visual Languages
  • 76. User Journeys Methodology: • Keep developed personas in mind • Determine users’ primary needs • Consider their pain points as well • Brainstorm different ways to help their needs and address their pain points • Develop a journey according to a time-based progression • Consider how various moments in their journey can be handled digitally • Create relevant hooks and calls to action (CTAs) • Strike a balance between freedom of movement and an ideal path Self Study “An introduction to user journeys” - Jason Hobbs, September 6, 2005, Boxes & Arrows
  • 78.
  • 80.
  • 81. Class Exercise: Develop a user journey. • Divide into teams • Discuss what you expect a typical user to do – At home – At the museum – With a specific exhibit – Back home • Develop a high-level diagram, which depicts a single journey • Incorporate features applicable to Andy’s persona User Journeys 20min s
  • 82. Features Identified Let’s review your user journeys and discuss some of the features your team identified. User Journeys
  • 84. Afternoon • Site Map • Responsive Design • Team Exercise: Responsive Home Page • Team Exercise: MoMA app Design • Team Presentations • Good Design • Q&A Agenda
  • 87. Class Exercise: Develop 2 high-level site maps based on features you discovered in your user journey, plus any additional content needed to flesh out the experience. • One for the MoMA web site • One for the MoMA mobile app Site Map 20min s
  • 88. Review Site Maps Let’s review your site maps Site Map
  • 90. Responsive Web Design “Rather than tailoring disconnected designs to each of an ever- increasing number of web devices, we can treat them as facets of the same experience. We can design for an optimal viewing experience, but embed standards-based technologies into our designs to make them not only more flexible, but more adaptive to the media that renders them. In short, we need to practice responsive web design.” – Ethan Marcotte, Responsive Web Design, A List Apart Self Study Ethan Marcotte: Responsive Web Design Responsive Design
  • 91. Responsive Design Characteristics • Mobile first • Break points • Grids • Handling navigation • Handling tables • Maintain content and features • Maintain hierarchies • Images • Text • Dropping content or features Responsive Design
  • 92. Mobile First • Design for “mobile first” – the smallest device first, then work up from there • Smallest device may no longer be a mobile phone • Mobile first may encourage simple design, but it need not be simplistic Responsive Design
  • 93. Break Points • Responsive designs adjust at different “break points” corresponding to the dimensions of various devices, typically desktop, tablet and mobile • However, they’re intended to be content, not device-specific • Typically at least two: – e.g. 320px for mobile, 768px for tablet (portrait), desktop – e.g. 320px for mobile, 768px for tablet (portrait), 1280px for desktop • May also add “minor breakpoints” to address specific issues at various dimensions Responsive Design
  • 95. Grids • Grids are fluid within a responsive design – they change according to screen dimensions • For example, a desktop design might utilize a 12-column grid, tablet a 9-column grid, and mobile a 4-column grid • Depending on the screen, modules may shift both in size and in placement Responsive Design
  • 99. Handling Navigation • Navigation may be repositioned • Often at tablet, especially mobile • In desktop, elements of the navigation can be activated via hover instead of click, since users are utilizing a cursor; whereas in tablet and mobile, these main nav elements must be activated via touch • Design navigation to be touch friendly – e.g. large, tactile targets • Beware of the “hamburger menu” Responsive Design
  • 103. Handling Navigation – Tabs • Tabs may just reduced in size • They can also be replaced with – Accordions – Dropdowns – Carousel slides • Consider the content to determine, which of these solutions works best Responsive Design
  • 105. Handling Tables • Simplest solution for handling tables with multiples columns is to reduce the number of columns (to one if necessary) and stack them in mobile. • You can also allow horizontal scrolling • Or turn columns into individual slides users can swipe through Responsive Design
  • 107. Responsive Design Desktop Mobile - Scrolling Mobile - Stacked
  • 109. Maintain Content & Features • The goal: Wherever possible, maintain content and features across devices • Must have a strong rationale for dropping any content or features at the mobile level Responsive Design
  • 111.
  • 112. Maintain Hierarchies • Modules may be repositioned but hierarchies are maintained Responsive Design
  • 115.
  • 116. Images • Generally, images should be “fluid” • They will scale down in size as the screen resolution changes • Additionally, they may maintain their size, but be cropped if they’re primarily decorative • In this case, images must be selected carefully so that important elements of them aren’t automatically cropped out • In some cases, if the image isn’t needed, it may be dropped entirely for mobile devices Responsive Design
  • 119. Text • Text size is maintained where possible, though headings and headlines may be reduced in size • Text blocks will change in width from desktop to mobile • However, keep lines of text to a maximum of 70 or 80 characters • Do not automatically hyphenate text Responsive Design
  • 121. Dropping Content or Features • Whenever possible, avoid dropping content or features • Occasionally, content or features can be dropped to save screen real estate or if they’re not device appropriate • Establish a clear rationale and principles for making such changes Responsive Design
  • 122. Responsive Design Avoid just shrinking content
  • 123. Responsive Design Responsive Web Design by Ethan Marcotte
  • 125. Design a Responsive Home Page In your teams, design a responsive home page for MoMA’s web site 1) Discuss features needed for a homepage 2) Sketch your ideas for a homepage individually 3) Share your sketches with your team mates 4) Collaborate on a single home page wireframe – for both mobile and desktop Team Exercise
  • 126. 1) Discuss features needed for a homepage Team Exercise 20min s
  • 127. 2) Sketch your ideas for a homepage individually Remember: Sketch a desktop version and a mobile version Team Exercise 10min s
  • 128. 3) Share your sketches with your team mates Team Exercise 10min s
  • 129. 4) Collaborate on a single home page wireframe – for both mobile and desktop Team Exercise 20min s
  • 130. Team Exercise: Design a Mobile App
  • 131. Design a Mobile App In your teams, design a mobile app for MoMA 1) Discuss features needed for the app and determine the 3 key screens you want to develop 2) Collaborate to design 3 keys screens 3) Review your work as a team to determine what changes should be made 4) Make any necessary revisions Team Exercise
  • 132. 1) Discuss features needed for the app and determine the 3 key screens you want to develop No sketching yet! Team Exercise 20min s
  • 133. 2) Collaborate to design 3 key screens Team Exercise 20min s
  • 134. 3) Review your work as a team to determine what changes should be made 4) Make any necessary revisions Team Exercise 20min s
  • 135. Gather Your Materials If you’re finished, start collecting your app and responsive homepage wires so you can present them to the class as a team Team Exercise
  • 138. Good design is… Good design is innovative. Good design makes a product useful. Good design is aesthetic. Good design makes a product understandable. Good design is unobtrusive. Good design is honest. Good design is long-lasting. Good design is thorough down to the last detail. Good design is environmentally friendly. Good design is as little design as possible. Dieter Rams: 10 Principles of Good Design © Dieter Rams, amended March 2003 and October 2009 Good Design
  • 139. Q&A
  • 140. Additional Resources Books: • Information Architecture for the World Wide Web – Louis Rosenfeld, Peter Morville • Information Architecture: Blueprints for the Web – Christina Wodtke, Austin Govella • The Elements of User Experience – Jesse James Garrett • Designing Web Navigation: Optimizing the User Experience – James Kalbach, Aaron Gustafson • Design of Everyday Things – Donald Norman • Responsive Web Design – Ethan Marcotte Local Events: • IA Meetup • Brooklyn UX • Content Strategy Meetup Web Sites: • Alertbox • A List Apart • Boxes & Arrows • wireframes.tumblr.com Organizations: • Human Computer Interactions (HCI) • Interaction Designers Association (IxDA) • Usability Professionals Association (UPA) Further Studies: • School of Visual Arts • Continuing Ed classes • MFA in Interaction Design • Pratt – Course in Information Design • Rosenfeld Media • General Assembly • Skillshare • Adaptive Path • The Information Architecture Institute • The IA Summit • Nielsen Norman Group • User Interface Engineering Video: The Right Way to Wireframe by Russ Unger (YouTube)
  • 141. Slideshare address: http://www.slideshare.net/stribs My article on how to find an IA job: http://blog.onwardsearch.com/2012/08/information-architecture-a-guerilla-guide-to-breaking-in/ @stribs

Notas del editor

  1. Basics of Interaction Design and Strategy School of Visual Arts | Summer 2015 Robert Stribley Photo by @stribs
  2. Preliminaries
  3. Introductions
  4. Edward Hopper Sketch - Study Sketch for Morning Sun I enjoyed the exhibit of Hopper’s sketches at the Whitney here in New York
  5. Introductions
  6. Workshop goals
  7. Agenda
  8. Agenda - Morning
  9. Agenda – Afternoon
  10. UX Princples
  11. UX Principles
  12. Everything is not important
  13. You’ve seen web sites with this malady: Everything is treated as if it’s important.
  14. Uniqlo’s homepage isn’t the worst you could encounter, but I’ll show you in a moment how my colleagues at Razorfish simplified the home page experience for the U.S. site.
  15. Scent of Information
  16. If you were to take only one thing away with you today, it would be that the 3-click rule is bunk. Can actually make for a very cluttered site if you try to flatten content so it’s all available within three clicks Users will happily click away 5, 6, 7, 8 times without noticing, if there are clear paths to what they’re looking for, concise navigation, intuitive labels, etc. Background: Studies in “information foraging” in the early 90s at PARC (Palo Alto Research Center Incorporated) Better: a dynamic tension between reducing the number of clicks and providing strong scent to content
  17. Uniqlo Site
  18. Moncler
  19. Self Study “Designing for the scent of information” - Jared M. Spool, Christine Perfetti & David Brittan, User Interface Engineering Also, research “information foraging” – 90s studies at PARC (Palo Alto Research Center Incorporated)
  20. Progressive Disclosure
  21. Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  22. “Progressive Disclosure” by Jakob Nielsen, December 4, 2006 Originated with studies in the 80s by user interface specialists Jack Carroll's lab work at IBM
  23. Reduce clutter, cognitive overload, so there’s less to process at once - Across multiple pages – or within a page or overlay
  24. YouTube – Minimized Nav
  25. YouTube – Expanded Nav
  26. Mercedes Benz product information
  27. Progressive disclosure in an app – weather details
  28. Information Clustering & Hierarchy
  29. Jeffery Veen quote from The Art and Science of Web Design
  30. When information is clustered appropriately on a screen, users can scan and quickly come to terms with the intent of the content.
  31. Information clustering
  32. Information clustering
  33. Information clustering Isn’t to say that you couldn’t have a lot of content on the page – e.g. Pinterest. But content is grouped logically, can be scanned easily.
  34. Lapham’s Quarterly draws you in with a carefully constructed (and responsive) homepage, which displays stories carefully and artfully
  35. Mercedes Benz
  36. Remove paths not taken
  37. Seems simple, but a lot of sites could benefit from adhering to this principle
  38. Remove paths not taken
  39. eBay does the same: sells everything from Beanie Babies to earth moving equipment Razorfish design for EMC: storage hardware versus security software & services
  40. The Tyranny of Consistency
  41. This is a “Know it when you see it” kind of problem – sometimes tough to put a finger on
  42. But be sure when you break with consistency, you do have a principle in mind for doing so
  43. Found this site by searching on Worst Home Page in the World. Clearly, it’s trying to be all things to all people. Instead, it looks like a dog’s breakfast.
  44. Jakob Nielsen wrote in 2002 that home pages are “the most valuable real estate in the world.” Sourcing: http://www.niemanlab.org/2012/08/coming-in-the-side-door-the-value-of-homepages-is-shifting-from-traffic-driver-to-brand/ 88% of traffic coming to The Atlantic not hitting home page More than 50% of visitors to the NYT not arriving at the home page Have you ever bought a book on Amazon.com because you saw it on the homepage?
  45. *Search engine optimization
  46. Note how the site offers plenty of scent
  47. There is no fold – Photo by Gavin Bell
  48. There is no fold - Iamthefold.com
  49. Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  50. Eyetracking tests by Nielsen Norman Group - - Jakob Nielsen, “Scrolling and Attention,” March 22, 2010
  51. Know Your Audience
  52. Yes, your site typically has multiple audiences. But not all of them need to be addressed at once. Giving proper thought to who defines a site's audience helps clean out the chaff. Example: Placing find an event functionality in an area where a using is creating an event. Not necessary for that audience.
  53. Recap of UX Principles
  54. Grids
  55. Grids
  56. Grids
  57. Example: NYTimes
  58. Example: NYTimes
  59. Example: NYTimes
  60. Learn more about grids
  61. Our Project
  62. Project
  63. Project Guidelines
  64. Our Project: Personas
  65. MoMA Screencaps
  66. Met Screencaps
  67. Guggenheim Screencaps
  68. BMA Screencaps
  69. Cooper Hewitt Screencaps
  70. Whitney Screencaps
  71. Smithsonian NASM Screencaps
  72. Key Findings
  73. User Journeys
  74. User Journeys – Rem Koolhaas quote
  75. User Journey Definition - Shean Malik, Mapping User Journeys Using Visual Languages
  76. Methodology
  77. Sample User Journey
  78. Sample User Journey
  79. Sample User Journey https://www.pinterest.com/daleitch/ux-cx-ui-ixd-cxux-experience-mapsjourneys-and-serv/
  80. Sample User Journey
  81. Class exercise – Develop a user journey
  82. Features Identified
  83. Lunch Break
  84. Afternoon Agenda
  85. Site Maps
  86. Simple site map example
  87. Class exercise: Develop 2 site maps
  88. Review site maps
  89. Responsive Design
  90. Defining Responsive Web Design
  91. Responsive design characteristics
  92. Responsive design characteristics – Mobile First
  93. Responsive design characteristics – break points
  94. Image from here: http://www.yourinspirationweb.com/2012/10/25/responsive-design-lo-studio-del-layout-e-la-gestione-dei-contenuti/
  95. Responsive design characteristics - Grids
  96. Taken from Mojo Motors’ Responsive Redesign With Fireworks: UX And Interaction Design http://www.smashingmagazine.com/2013/08/26/mojo-motors-responsive-redesign-with-adobe-fireworks-part-1/
  97. Responsive design characteristics - Grids
  98. Conceptual Diagram of Bands in responsive designs
  99. Responsive design characteristics – Handling Navigation
  100. Responsive Design - CNN
  101. The Boston Globe
  102. Quartz
  103. Responsive design characteristics – Handllng Navigation - Tabs
  104. Responsive design characteristics – handling tabs
  105. Responsive design characteristics – Handling Tables
  106. Responsive design characteristics – Handling Tables
  107. Handling Tables – Examples from Exis Web - http://exisweb.net/responsive-table-plugins-and-patterns
  108. Handling Tables – Examples from Exis Web - http://exisweb.net/responsive-table-plugins-and-patterns – Not ideal for mobile
  109. Responsive design characteristics – Content & Features
  110. Tom Ford
  111. Tom Ford
  112. Responsive design characteristics – Maintain Hierarchies
  113. http://blog.jerrynixon.com/2013/05/horizontal-screen-breakpoints-for-web.html
  114. SVA MFA in Interaction Design site
  115. SVA MFA in Interaction Design site
  116. Responsive design characteristics - Images
  117. Responsive Design – Images - Moncler
  118. Responsive design characteristics – Images - Fader
  119. Responsive design characteristics - Text
  120. Limiting the amount of text per line on a larger screen
  121. Responsive design characteristics
  122. Responsive design example
  123. Responsive Web Design by Ethan Marcotte
  124. Team Exercise: Design a Responsive Home Page
  125. Team Exercise: Design a Responsive Home Page
  126. Team Exercise: Design a Responsive Home Page
  127. Team Exercise: Design a Responsive Home Page
  128. Team Exercise: Design a Responsive Home Page
  129. Team Exercise: Design a Responsive Home Page
  130. Team Exercise: Design a Mobile App
  131. Team Exercise: Design a Mobile App
  132. Team Exercise: Design a Mobile App
  133. Team Exercise: Design a Mobile App
  134. Team Exercise: Design a Mobile App
  135. Team Exercise: Design a Mobile App
  136. Team Exercise: Review & Feedback
  137. Good Design – Dieter Rams – photo
  138. Head of design at Braun, the German consumer electronics manufacturer, DIETER RAMS (1932-) was one of the most influential industrial designers of the late 20th century
  139. Q&A
  140. Additional Resources
  141. Thank you! Slideshare address: http://www.slideshare.net/stribs IA Job article: http://blog.onwardsearch.com/2012/08/information-architecture-a-guerilla-guide-to-breaking-in/ @stribs