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Microsoft Confidential © 2006 The Digital Home Designing for the Ten-Foot User Interfac Speakers Brian Kralyevich . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic 10’ Design principles applied and work examples BTB029

The Digital Home: Designing for the Ten-Foot User Interface

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Delivering compelling content to television sets around the Digital Home presents new design challenges for consumer content. Join us to learn more about best practices for creating new "ten foot" user interfaces for experiences on Windows Media Center and on Xbox 360.

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Page 1: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

The Digital Home Designing for the Ten-Foot User Interface.

SpeakersBrian Kralyevich . Windows Media Center10’ Design Context and Windows Vista MCE

Richard Cardran . ZetoolsDesign Process, 10’ Design Challenges and Principles

Kate Wojogbe . Schematic 10’ Design principles applied and work examples

BTB029

Page 2: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Overview

01 Remote Control Experience02 Goals for distance UI03 Design principles

Page 3: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 4: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 5: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 6: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 7: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 8: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 9: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Designing for a Remote Control Experience

Users interact with most PC applications using a keyboard and mouse.

2’ design

Users interact with Media Center, XBox, and game consoles with a remote control or games controller.

10’ design.

Creating a 10’ user interface presents new challenges.Users expect it to work like TV.

Dynamic, animated experiences.

Page 10: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 11: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 12: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 13: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

10’ Design

01 Overview02 Goals for distance UI03 Design principles

Page 14: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Goals for creating great distance UI

› Clean› Simple› Compelling› Consistent› Direct

Font size, legibility, readability, color, remote control navigation, resolution, flicker, contrast, layout, graphics and content all impact the usability and design of your application or service.

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Microsoft Confidential © 2006

Page 16: The Digital Home: Designing for the Ten-Foot User Interface
Page 17: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

10’ Design

01 Overview02 Goals for distance UI03 General Design principles

Page 18: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

01 General Design Principles

› Most conventional web design principles fail when viewed from a distance.

› Design for Media Center is related to other distance design.

› Keep it clean and simple – avoid density

› Posters, billboards, and DVD menus offer examples of distance design principles.

Page 19: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

01 General Design Principles

› Most conventional web design principles fail when viewed from a distance.

› Design for Media Center is related to other distance design.

› Keep it clean and simple – avoid density

› Posters, billboards, and DVD menus offer examples of distance design principles.

Page 20: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

01 General Design Principles

› Most conventional web design principles fail when viewed from a distance.

› Design for Media Center is related to other distance design.

› Keep it clean and simple – avoid density

› Posters, billboards, and DVD menus offer examples of distance design principles.

Page 21: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

01 General Design Principles

› Most conventional web design principles fail when viewed from a distance.

› Design for Media Center is related to other distance design.

› Keep it clean and simple – avoid density

› Posters, billboards, and DVD menus offer examples of distance design principles.

Page 22: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

01 General Design Principles

› Most conventional web design principles fail when viewed from a distance.

› Design for Media Center is related to other distance design.

› Keep it clean and simple – avoid density

› Posters, billboards, and DVD menus offer examples of distance design principles.

Page 23: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

25’ 100’ 200’ design

Page 24: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

25’ 100’ 200’ design

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Microsoft Confidential © 2006

25’ 100’ 200’ design

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Microsoft Confidential © 2006

25’ 100’ 200’ design

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Microsoft Confidential © 2006

25’ 100’ 200’ design

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25’ 100’ 200’ design

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Microsoft Confidential © 2006

5000’ design

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25’ 100’ 200’ design

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Page 32: The Digital Home: Designing for the Ten-Foot User Interface
Page 33: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

02 Focus

› This is the single most important thing from a distance.

› It does not have to be a button or mimic web standards.

› Should remain consistent everywhere.

› Should be noticeable to user.

Page 34: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

02 Focus

› This is the single most important thing from a distance.

› It does not have to be a button or mimic web standards.

› Should remain consistent everywhere.

› Should be noticeable to user.

Page 35: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

02 Focus

› This is the single most important thing from a distance.

› It does not have to be a button or mimic web standards.

› Should remain consistent everywhere.

› Should be noticeable to user.

Page 36: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

02 Focus

› This is the single most important thing from a distance.

› It does not have to be a button or mimic web standards.

› Should remain consistent everywhere.

› Should be noticeable to user.

Page 37: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

02 Focus

› This is the single most important thing from a distance.

› It does not have to be a button or mimic web standards.

› Should remain consistent everywhere.

› Should be noticeable to user.

Page 38: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

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Microsoft Confidential © 2006

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Microsoft Confidential © 2006

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Microsoft Confidential © 2006

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Microsoft Confidential © 2006

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Microsoft Confidential © 2006

Show MCE Start menu

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Page 45: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Tilting Gallery UI hereCombining text focus and tilting

Page 46: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

03 Readability, Fonts and Text

› Avoid paragraphs / pages of text

› Serif fonts for large titles or graphic elements

› Font sizes smaller than 16pt are un-readable

› Create type hierarchy - few sizes

Page 47: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

03 Readability, Fonts and Text

› Avoid paragraphs / pages of text

› Serif fonts for large titles or graphic elements

› Font sizes smaller than 16pt are un-readable

› Create type hierarchy - few sizes

Page 48: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

03 Readability, Fonts and Text

› Avoid paragraphs / pages of text

› Serif fonts for large titles or graphic elements

› Font sizes smaller than 16pt are un-readable

› Create type hierarchy - few sizes

Page 49: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

03 Readability, Fonts and Text

› Avoid paragraphs / pages of text

› Serif fonts for large titles or graphic elements

› Font sizes smaller than 16pt are un-readable

› Create type hierarchy - few sizes

Page 50: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

03 Readability, Fonts and Text

› Avoid paragraphs / pages of text

› Serif fonts for large titles or graphic elements

› Font sizes smaller than 16pt are un-readable

› Create type hierarchy - few sizes

Page 51: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 52: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

04 Keep navigation simple

› Distance viewing real estate is tight – split tasks onto multiple pages

› Up, Down, Left, Right navigation models work well

› Tabs or multiple scrolling sections don’t test well

Page 53: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

04 Keep navigation simple

› Distance viewing real estate is tight – split tasks onto multiple pages

› Up, Down, Left, Right navigation models work well

› Tabs or multiple scrolling sections don’t test well

Page 54: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

04 Keep navigation simple

› Distance viewing real estate is tight – split tasks onto multiple pages

› Up, Down, Left, Right navigation models work well

› Tabs or multiple scrolling sections don’t test well

Page 55: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

04 Keep navigation simple

› Distance viewing real estate is tight – split tasks onto multiple pages

› Up, Down, Left, Right navigation models work well

› Tabs or multiple scrolling sections don’t test well

Page 56: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 57: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

05 Graphics and Icons

› Simple ‘consumer device’ style UI

› Avoid fine detail – single pixel lines flicker on NTSC

› Icons and widgets generally need to be a little larger for distance viewing

Page 58: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

05 Graphics and Icons

› Simple ‘consumer device’ style UI

› Avoid fine detail – single pixel lines flicker on NTSC

› Icons and widgets generally need to be a little larger for distance viewing

Page 59: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

05 Graphics and Icons

› Simple ‘consumer device’ style UI

› Avoid fine detail – single pixel lines flicker on NTSC

› Icons and widgets generally need to be a little larger for distance viewing

Page 60: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

05 Graphics and Icons

› Simple ‘consumer device’ style UI

› Avoid fine detail – single pixel lines flicker on NTSC

› Icons and widgets generally need to be a little larger for distance viewing

Page 61: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Page 62: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Thank you

Page 63: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

Q&A | Next StepsDesigning for the Ten-Foot User Interface.

Blogshttp://blog.retrosight.com

http://www.thegreenbutton.com

Page 64: The Digital Home: Designing for the Ten-Foot User Interface

Microsoft Confidential © 2006

© 2006 Microsoft Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.