1. diana frank
you see what you know
space-x 20101026
you see what you know by diana frank
2. you see what you know
challenging situations
providing information, some aspects
how to decode information
follow the line
or enjoy to get lost
the more i see the less i know...
space-x 20101026
you see what you know by diana frank
3. you see what you know
and what you want to see…
what you need to see…
what you expect to see…
or what ever is loud enough to get you attention.
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you see what you know by diana frank
4. design driven process
– discover needs
– develop suitable services and products
– create value-added services and functions
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you see what you know by diana frank
5. basic demands for services
– need
– ease of use
– joy of use
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you see what you know by diana frank
6. so do you know what you see?
– it depends on your expericence
– if it compatible to your learned systems
– if it within the range of you expectations
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you see what you know by diana frank
7. challenging situations
– easier to handle with proper communication
– need support by a clear hierarchy of information
– seeking for logical systems and a big picture
sign09 20091210
orientation by context, not by text by diana frank
17. providing infomation
to address different demands
– think about enjoyable options of using something
– offer at least two options next to the basic function
– ease of use should remain the overall demand
space-x 20101026
you see what you know by diana frank
18. space-x 20101026
you see what you know by diana frank
BB B
C
C
CD
D
D
E
E
show list of last
numbers used
(history list)
Time and date for
sending
schedule for SMS, send
messages on demand
Aspects to consider to provide a consistent user interface and keep things simple and easy
theory and general demands
never forget
fundamental aspects
elements complexity grouping of content semantics users point of view
CONDESK-16
Take care about
sense and refer-
ence
Relationship of
elements and user
interaction:
take care about the
ratio of what happens
and where it happens.
think about similar
metaphors
in use case and and
handling of elements
need
demand
desire
What will be the key
feature for the user?
clear story
Can the user follow the
plotline to manage all
important features he
needs?
options of use
Provide the user
different levels of
complexity (if useful)
and different access
points to key features.
no group should
have more than
5-7 elements
(optimize for groups of
3 to 5 elements)
principle of
proximity, interest
and meaning
take care about
elements and their
relations
distinguish between
function groups
and
process steps
every element
needs to have an
unique meaning
elements should
appear always in
a logical order
(from the users point
of view not from a
technical point of view)
reduce complexity
make it as simple as
possible, but take care
about relations and
explain what to do if it
is not obvious.
offer options but
do not confuse.
options should only be
offered if the user will
benefit from.
Place elements and
functions always on
the most useful place
regarding the task they
needs to fulfill.
provide orientation
to make sure what’s
next (for the user)
19. clear definition
of what the task
will be
consistency of han-
dling and design
only use new elements
for other functionality or
to make a difference (in
the look and feel).
speaking text and
speaking icons
language (both text
and graphic) should
not appear technical
but tell strories...
think about similar
metaphors in use
cases to create
more fun and
excitement in UX
keep touch
functionality in mind
even if you do not
invest time into it
yet.
keep in mind to make
“element-dimensions”
big enough to access
easy touch and easy
catch with the mouse
(for drag’n’drop)
Definition of frames
and white space and
content areas for
mobile.
Concept for less or
other information for
mobile need.
dragable elements should
be defined to work for all:
- touch functionality
(smartpad, smartphone)
- mobile use
and
-drag’n’drop (often used
slippy and therefore
imprecise)
general aspects multipurpose touch functionality widgets for mobile drag’n’drop
keep in mind to make
“element-dimensions”
big enough to access
easy touch and easy
catch with the mouse
(for drag’n’drop)
implementation
of drag’n’drop
functionality
Use case sample: touch functionality
theory and general demands
never forget
fundamental aspects
space-x 20101026
you see what you know by diana frank
20. how to decode information
– you know the code
– remember similar situations
– knowledge transfer
– happy guessing
space-x 20101026
you see what you know by diana frank
32. follow the line
– is not always easy
– even confusing
– could lead you to an unexpected place
– and sometimes ends on the beginning
space-x 20101026
you see what you know by diana frank
43. enjoy to get lost
– foreign context, other systems
– look from a different point of view
– see familiar and unfamilar things
– remember
space-x 20101026
you see what you know by diana frank