19
Resumo do primeiro capítulo Designing Interfaces Jennifer Tidwell

Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Embed Size (px)

DESCRIPTION

Trabalho para disciplina Design de Interfaces. Pós graduação em design de interação / Instituto Faber Ludens.

Citation preview

Page 1: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Resumo do primeiro capítulo

Designing InterfacesJennifer Tidwell

Page 2: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Conheça o usuário porque ele não é você.

".. good design doesn't start with pictures. It starts with an understanding of people: what they're like, why they use a given piece of software, and how they might interact with it.“

[Um bom design não começa com imagens. Começa com um entendimento de pessoas: o que elas gostam, porque usariamdeterminado software e como elas podem interagir com isso.]

"What 'vocabulary' of words, icons, and gestures does the user expect to use?“[Que ‘vocabulário’ de palavras, ícones e gestos eles esperam usar?]

Page 3: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Primeiro as coisas primeiras..

"The first step in designing an interface is figuring out what its users are really trying to accomplish.“

[O primeiro passo para desenhar uma interface é perceber o que os usuários realmente tentarão executar. ]

"Asking the righy questions can help you connect user goals to the design process. Users and clients typically speak to you in terms of desired features and solutions, not of needs and problems.“

[Fazer as perguntas certas pode te ajudar a conectar as necessidades do usuário ao processo de design. Usuários e clientescostumam tratar com você sobre as funcionalidades e soluções que desejam, não sobre necessidades e problemas]

Page 4: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Primeiro as coisas primeiras..

“Maybe you're good at building forms that ask for just the right information, with the right information, with the right controls, all laid out nicely. But the real art of interface design lies in solving the right problem.”

[Talvez você seja bom em montar formulários que formulam as perguntas certas, com as informações e controles certo, tudo perfeitamente organizado. Mas a real arte de ‘desenhar’ interfaces consiste em resolver o problema certo]

Page 5: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

O básico da pesquisa com usuários

“To get a design started, you'll need to characterize the kind of people who will use whatever you design.

Learn:- Their goals;- The specific task; - The language and words they use to describe what

they're doing;- Their skill at using software similar.”[Aprenda: seus objetivos, as tarefas mais específicas, a linguagem e termos comumente utilizados para descrever o que eles estão

fazendo e seus conhecimentos ao usar software similares. ]

Page 6: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

O básico da pesquisa com usuários

“Some methods to consider:

- Direct observation (interview);

- Case studies (give you deep detailed views into a few representative users or groups of users);

- Surveys (do it carefully. You absoluted must wirete the questions correctly, pick the survey recipients correctly, and analyze the answers correctly and that's a science);

- Personas (.. Create a fictional person that captures the most important aspects of the users in that group)”

Page 7: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

O básico da pesquisa com usuários

“But if you don't have time for formal methods, it's better to just meet a few users informally that not do any discovery at all.”

Mantra: qualquer pesquisa é melhor do que nenhuma pesquisa.

Page 8: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

O que motiva o usuário a aprender?

".. how much openness in there in the interface? Too little and your users fell trapped and unsatisfied; too much and they stand there paralyzed, not knowing what to do next, unprepared to that level of interaction.

[.. Quanta abertura há na interface? Muito pouca e os usuários se sentirão aprisionados e insatisfeitos; demais e eles ficarãoparalizados, sem saber o que fazer em seguida, despreparados para este nível de interação. ]

".. how much effort are your users willing to spend to learn your interface? It's easy to overestimate.”

[.. Quanto esforço seus usuários estão dispostos a fazer para aprender sua interface? É fácil superestimar]

Page 9: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

1- safe exploration When you design almost any kind of

software interface, make many avenues of exploration available for user to experiment with, whitout costing the user anything.

[Amplie as possibilidades de exploração e experimentação dainterface , sem custos.]

Page 10: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

[Feedback imediato e gratificante para as ações imediatas]

2- instant gratificationPeople like to see immediate results

form the actions they take, it's human nature.

The need to support instant gratification has many design ramifications. For instance, if you can predict the first thing a new user is likely to do, then you should design the UI to make that first thing stunningly easy.

Os padrões

Page 11: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[Simplicidade e abertura para diferentes perfis de uso.]

3. satisficingPeople are willing to accept "good

enough" instead of "best" if learning all the alternatives might cost time or effort.

Make labels short, plainly worded, and quick to read.

Use the layout of the interface to communicate meaning.

Make it easy to move around the interface, especially for going back to where a wrong choice might have been made hastily.

Page 12: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

4. changes in midstreamMake choices available.

5. deferred choicesDon't accost the user with too

many upfront choices in the first place.

On the forms that he does have to use, clearly mark the required fields, and don't make too many of them required.

Make it possible for users to return to the deferred fields later, and make them accessible in obvious places.

[Fácil de achar, de ir e voltar, de mudar de idéia]

Page 13: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

6. incremental constructionKeep the interface responsive to

quick changes and saves.

When good tools support creative activities, the activities can induce a state of "flow" in the user.

[ah, the flow.. ]

Page 14: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[um dos princípios heurísticos: consistência e padrões]

7. habituation“That gesture works everywhere

else; why doesn't it work here, too?”

Consistency across applications is important.

8. spatial memoryPeople may expect to find similar

functionality in similar places.

Page 15: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[read it later: http://readitlaterlist.com/]

9. prospective memory"I'm putting this here to remind

myself to deal with it later.“

Prospective memory is a well-known phenomenon in psychology that doesn't seem to have gained much traction yet in interface design. But I think it should.

As a designer, is there anything positive you can do for prospective memory?

Page 16: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[pesquisas de usabilidade mostram quais açõescostumam se repetir durante o uso. As pessoas nãopercebem ou comentam isso naturalmente. ]

10. streamlined repetition".. users sometimes find themselves

having to perform the same operation over and over again."

Page 17: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[A tecnologia touchscreen permitiu que alguns atalhospudessem ser substituidos por gestos]

11. keyboard only Some people have real physical

trouble using a mouse.

Keyboard-only usage is particularly important for data-entry applications

Page 18: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

Os padrões

[Viva a xoxomidia!]

12. other people's advicePeople are social. As strong as our

opinions may sometimes be, what our peers think tends to influence us.

Not all applications and software systems can accommodate a social component, and not all should try.

If the task is creative, maybe you can encourage people to post their creations for the public to view.

Page 19: Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

;)[email protected]@sabineas