5.0 Interaction Design PRODUCT DESIGN

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1 5.0 Interaction Design PRODUCT DESIGN

2 DESIGNism #12 BEFORE ANYTHING ELSE, PREPARATION IS THE KEY TO SUCCESS. - Alexander Graham Bell

3 THE NEXT STEP After the research comes the product design. It s the development of the design concept, the integration of user s goals into the product features, the marketing strategy, the rapid prototyping, and the iterations based on evaluations.

4 PLANNING PRODUCT ROADMAP A product roadmap is a high-level plan that describes how the product is likely to grow.

5

6 WORKSHOP IDEATION + VISUAL RESEARCH Visual research methods allow designers to source inspiration for their projects. BRAINSTORMING WORD LISTS MIND MAPPING VISUAL BRAIN DUMP MOODBOARD

7 BRAINSTORMING

8 WORD LISTS

9 MIND MAPPING

10 VISUAL BRAIN DUMP

11 MOODBOARD

12 TOOLS WORKING IN TEAMS Use technology to your advantage, collaboration has never been easier.

13 GOOGLE DRIVE

14 GOOGLE DOCS

15 GOOGLE SLIDES

16 YAMMER

17 DROPBOX

18 SKYPE

19 INVISION

20 DESIGN WIREFRAMES A visual guide that represents the skeletal framework of an interface. LO FIDELITY HI FIDELITY

21

22 LO FIDELITY

23

24

25 HI FIDELITY

26

27 STRATEGY SIMPLE AND USABLE

28 SIMPLICITY Simple products are easy to use, so they find a popular audience. Simple products are reliable, so people develop an attachment to them. Simple products are adaptable, so they end up being used in surprising ways.

29 COMPLEXITY The more features you add, the less chance a new feature will be of real value to anyone. Increased complexity means users can t easily find the features that are important to them.

30 CONTROL The key need for users is to feel that they re in control of the technology they are using, and in control of their lives. Your design shouldn t interfere with that control. Simple experiences make users feel confident that they re making good choices.

31 DESIGNism #13 THE MORE USERS EXPECTATIONS PROVE RIGHT, THE MORE THEY FEEL IN CONTROL OF THE SYSTEM AND THE MORE THEY WILL LIKE IT. - Jacob Nielsen

32 SIMPLE IS NOT THE SAME AS USABLE

33 EXTREME SIMPLICITY To be simple, you have to aim for something more extreme than the regular goals for usability.

34 DESIGN SIMPLICITY SPECIFIC GROUP OF PEOPLE ANYONE CAN USE IT EASY TO USE EFFORTLESS TO USE RESPONDS QUICKLY RESPONDS INSTANTLY UNDERSTOOD QUICKLY UNDERSTOOD AT A GLANCE WORKS RELIABLY WORKS ALWAYS COMPLETE INFORMATION JUST ENOUGH INFORMATION WORKS IN A USER TEST WORKS IN CHAOS

35 LAWS OF SIMPLICITY In 2006, John Maeda, previously the president of Rhode Island School of Design (RISD), published Laws of Simplicity to find ways for people to simplify their life in the face of growing complexity. From Seattle!! Worked as a software engineer at MIT before going to RISD.

36 LAWS OF SIMPLICITY 1. THE SIMPLEST WAY TO ACHIEVE SIMPLICITY IS THROUGH THOUGHTFUL REDUCTION.

37 LAWS OF SIMPLICITY 2. ORGANIZATION MAKES A SYSTEM OF MANY APPEAR FEWER. An effective scheme for organization is necessary to achieve definitive success in taming complexity.

38 LAWS OF SIMPLICITY 3. TIME. When any interaction with products or service providers happens quickly, we attribute this efficiency to the perceived simplicity of the experience.

39 LAWS OF SIMPLICITY 4. LEARNING. Knowledge makes everything more simple. Difficult tasks seem easier when they are need-to-know, rather than nice-to-know.

40 LAWS OF SIMPLICITY 5. DIFFERENCES. Simplicity and complexity need each other. The more complexity there is in the market, the more something simple stands out.

41 LAWS OF SIMPLICITY 6. CONTEXT. What lies in the periphery of simplicity is definitely not peripheral. Understand the space around the user, the device, and the task.

42 LAWS OF SIMPLICITY 7. MORE EMOTIONS ARE BETTER THAN LESS. If they don t love it, they hate it.

43 LAWS OF SIMPLICITY 8. IN SIMPLICITY WE TRUST. Simple feels honest and transparent.

44 LAWS OF SIMPLICITY 9. FAILURE. Some things can never be made simple. Not all problems have simple solutions. Not everyone views simplicity the same way.

45 LAWS OF SIMPLICITY 10. THE ONE. Simplicity is about subtracting the obvious, and adding the meaningful. Focus on what matters, create clarity and purpose for the user.

46 4 STRATEGIES FOR SIMPLICITY Remove Organize Hide Displace

47 REMOVE According to a recent study, 64% of software features are never or rarely used. Removing or omitting features can lead to successful products, and allows designers to focus on solving a few important problems really well. - FOCUS ON WHAT S CORE - KILL LAME FEATURES - DON T WHAT IF... ABOUT FUTURE FEATURES - PRIORITIZE FEATURES - CHOICE OVERWHELMS USERS - GET RID OF DISTRACTION AND CLUTTER - REMOVE WORDS - SIMPLIFY SENTECES/TERMS

48 ORGANIZE Organizing is often the quickest way to make things simpler. - CHUNK INFORMATION INTO GROUPS - ORGANIZE FOR BEHAVIOR - MAKE STRONG DISTINCTIONS - UTILIZE GRID AND HIERARCHY Try to emphasize just one or two important things.

49 HIDE Hiding means putting a barrier between a user and the feature. You must carefully choose what to hide so not to inconvenience the user. - HIDE INFREQUENT BUT NECESSARY ITEMS - HIDE CUSTOMIZATIONS, OPTIONS AND SETTINGS - GIVE CUES AND CLUES - MAKE THINGS EASY TO FIND

50 DISPLACE Put features on a different device altogether. However, if you displace all the features, then it s hard to guess what the product can actually do.

51 DESIGNism #14 THE DESIGN IS DONE WHEN THE PROBLEM GOES AWAY. - Jason Fried

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