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diana frank you see what you know space-x 20101026 you see what you know by diana frank

you see what you know

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about expectations, what you already know and what to discover with open eyes…

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Page 1: you see what you know

diana frank

you see what you know

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you see what you know by diana frank

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you see what you know

challenging situationsproviding information, some aspectshow to decode informationfollow the lineor enjoy to get lost

the more i see the less i know...

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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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design driven process– discover needs– develop suitable services and products – create value-added services and functions

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basic demands for services – need– ease of use– joy of use

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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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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

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should i stay or should i go?

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should i stay or shoud i go?

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should i stay or shoud i go?

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official signage for gates?

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should i stay or shoud i go?

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assisting signs

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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

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BB B

C

C

CD

D

D

E

Eshow 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

needdemanddesireWhat 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 meaningtake care about elements and their relations

distinguish between

function groupsand 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 complexitymake 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)

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clear definition of what the task will be

consistency of han-dling and designonly 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

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how to decode information – you know the code– remember similar situations– knowledge transfer– happy guessing

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any guess?

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where are we?

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follow the line– is not always easy– even confusing– could lead you to an unexpected place– and sometimes ends on the beginning

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tower bridge

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enjoy to get lost– foreign context, other systems– look from a different point of view– see familiar and unfamilar things– remember

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remember, you see what you know– and sometimes you see not

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the more i see the less i know...

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questions?

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[email protected]

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perfection excludes improvement

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