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101 Things I (Should Have) Learned in Interaction Design School
101 Things I (Should Have) Learned in Interaction Design School
101 Things I (Should Have) Learned in Interaction Design School
http://www.frederickdesignstudio.com/Books/101Thi
ngs.html
amazon.com/Psychology-Human-Computer-Interaction-Stuart-Card/dp/0898598591
The 2 disciplines
Technology Psychology
Engineering vs. Design
The 4 disciplines
Technology
Business Behaviour
Design
Careful anchor placement can
generate an active building interior
http://www.frederickdesignstudio.com/Books/101Thi
ngs.html
87
activity
time
UXA 2009 UXA 2010 WDS
2010
The level of detail in your mock-ups should
reflect the level of confidence in your design
Mock-ups are prepared as a way
of exploring a particular design
problem, and in order to
communicate your thoughts on a
solution to important
stakeholders (i.e. users, clients
or developers).
In the early stages of design,
mock-ups should communicate
broad concepts and groupings of As you progress towards a final
information or functions. design, mock-ups should be
Keeping the details scant at rendered in increasingly higher
these early stages allows you to fidelity so that the full detail of
progress through iterations your approach is exposed
quickly and keeps your
stakeholders from throwing the
baby out with the bath-water by
quibbling over colours and
Approach vs. Technique
10
9
8
7
6
5 Approach
4 Technique
3
2
1
0
Matt Shane
The timeless way of…
Play tricks, don't wait for a full-
house
Deciding when your design is mature
enough to put in front of a client is
always difficult. Unfortunately, there is a
natural tendency to err on the side of
holding off for longer than we should.
All other things being equal, you should
expose your design earlier rather than
later - in fact, earlier than you feel
comfortable with.
Even if you have problems with aspects
of the design, it is better to bring your
stakeholders over to your side of the
problem sooner.
To use an analogy from card games;
play your design out in small "tricks"
don't wait for a "full house", lest you be
left with a hand full of great - but now
useless - cards when the project moves
on without you.
TO WRITE “101 THINGS I
LEARNED IN INTERACTION
DESIGN SCHOOL”…
The getting of wisdom
http://www.frederickdesignstudio.com/Books/101Thi
ngs.html
69
NO
Interaction design is hard!
www.vintagecalculators.com
Separation of action and reaction
www.vintagecalculators.com
Do you know where your
pixels come from?
http://www.powerhousemuseum.com/
collection/database/?irn=28769
http://quotesondesign.com/frank-lloyd-wright/
Industrial designers don’t get to A/B test
INTERACTION DESIGN IS
HARD…
BUT WE ARE SOFT!
Landmarks help us know where
we are going, and where we have
been
When we explore a new
city, landmarks break our
journey into stages. At each
landmark we stop, assess
where we’ve been, reorient
ourselves, and set out again.
Landmarks can help with any
journey. On a web site, arriving
at a page that is markedly
different to others marks the
end of a stage of the
interaction, or the beginning of
a new stage.
Memorable landmarks that
stand out from their surrounds
help us form a mental model of
where we have been, and
TO WRITE “101 THINGS I
LEARNED IN INTERACTION
DESIGN SCHOOL”…
To write “101 Things I Learned in
Interaction Design School”…
…we need greater confidence
http://www.cafepress.com.au/jenkramer.145505508#
Design with models
http://www.frederickdesignstudio.com/Books/101Thi 72
ngs.html
http://www.frederickdesignstudio.com/Books/101Thi
ngs.html
90
101 Things I Learned in Architecture School, Matthew Frederick
101 Things I Learned in Architecture School
Matthew Frederick
Thank you
Shane Morris
Automatic Studio
shane@automaticstudio.com.au
@shanemo
Ixd101.com