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Design Patterns

Discover the best and worst UI design patterns, with examples and evaluations. Learn about branding, fresh content, and effective links.

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Design Patterns

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  1. Design Patterns November 1, 2007

  2. Hall of Fame or Hall of Shame? • java.sun.com User Interface Design, Prototyping, and Evaluation

  3. Hall of Fame • Good branding • java logo • value prop • Inverted pyramid writing style • Fresh content • changing first read • news in sidebar • Obvious Links User Interface Design, Prototyping, and Evaluation

  4. Design Patterns November 1, 2007

  5. Outline • Mid-quarter Evaluation Results • Review of Heuristic Evaluation • Web Design Process, Specialties & Artifacts • Detailed Design Example • Web Design Patterns • Ubicomp Design Patterns User Interface Design, Prototyping, and Evaluation

  6. Mid-Quarter Evaluation Results • Positives • lots of examples illustrate points well • industry mentors a valuable resource • lecture style of discussing/asking questions/summarizing • summarizes readings well • To improve on • start & finish on time!!!!! • appropriate deadlines for assignments • next year I will either break up or give more time on CI/ESM • make sure tools/assignments ready on time • organization of materials on the course web site • more about links being correct, data being there, than organization? • mandatory discussion added later User Interface Design, Prototyping, and Evaluation

  7. Assignment 3 (CI/ESM) Grades • High: 94 • Low: 73 • Mean: 89 User Interface Design, Prototyping, and Evaluation

  8. Review of Heuristic Evaluation • Have evaluators go through the UI twice ? • phase 1 simply to get to know the overall UI • phase 2 to carefully look for problems • Ask them to see if it complies with heuristics • note where it doesn’t & say why • Combine the findings from 3 to 5 evaluators ? • different evaluators will discover different problems • Have evaluators independently rate severity • Combine results in a group meeting • Alternate HE with usability testing ? • different techniques will find different problems • Tradeoffs? • inexpensive compared to usability testing • may find issues hard to find otherwise (e.g., a font that may slow down performance) • HE susceptible to finding false positives User Interface Design, Prototyping, and Evaluation

  9. Web Design Process User Interface Design, Prototyping, and Evaluation

  10. User Interface Design Information Architecture Design Specialties • Information Architecture • encompasses information & navigation design • User Interface Design • also includes testing & evaluation Usability Evaluation Information Design Navigation Design Graphic Design User Interface Design, Prototyping, and Evaluation

  11. Artifacts of Design Practice • Designers create representations of sites at multiple levels of detail • Web sites are iteratively refined at all levels of detail Site Maps Storyboards Schematics Mock-ups User Interface Design, Prototyping, and Evaluation

  12. Site Maps • High-level, coarse-grained view of entire site User Interface Design, Prototyping, and Evaluation

  13. Storyboards • Interaction sequence, minimal page level detail User Interface Design, Prototyping, and Evaluation

  14. Schematics • Page structure w/ respect to information & navigation User Interface Design, Prototyping, and Evaluation

  15. Mock-ups • High-fidelity, precise representation of page User Interface Design, Prototyping, and Evaluation

  16. 1 User Interface Design, Prototyping, and Evaluation

  17. 2 User Interface Design, Prototyping, and Evaluation

  18. 3 User Interface Design, Prototyping, and Evaluation

  19. 4 User Interface Design, Prototyping, and Evaluation

  20. 5 User Interface Design, Prototyping, and Evaluation

  21. 6 Quick-Flow Checkouts User Interface Design, Prototyping, and Evaluation

  22. Basic Web Design • Let’s take a closer look page by page User Interface Design, Prototyping, and Evaluation

  23. 1 User Interface Design, Prototyping, and Evaluation

  24. 1 • What site is this? • Logo in top-left corner denotes the site • Another logo at top-right to reinforce • examples of SITE BRANDING (E1) User Interface Design, Prototyping, and Evaluation

  25. 1 • What kind of site is this? • Shopping cart icon • Tab row content & categories on left • Prices in content area • UP-FRONT VALUE PROPOSITION (C2) • example of PERSONAL E-COMMERCE (A1) User Interface Design, Prototyping, and Evaluation

  26. 1 • What can I do here? • Welcome for new visitors • Tab row / Search on top • “Categories” • Prices • Examples of OBVIOUS LINKS (K10) User Interface Design, Prototyping, and Evaluation

  27. 1 • Most important info visible without scrolling • ABOVE THE FOLD (I2) User Interface Design, Prototyping, and Evaluation

  28. 2 User Interface Design, Prototyping, and Evaluation

  29. 2 • What site am I at? • Logo in upper-left reinforces brand, can click to go to home • Same font, layout, color scheme also reinforces • examples of SITE BRANDING (E1) User Interface Design, Prototyping, and Evaluation

  30. 2 • Where am I in the site? • “Home > Music” are LOCATION BREAD CRUMBS (K6) • TAB ROW (K3) says “Music” • Album cover, “Product Highlights”, and CD cover User Interface Design, Prototyping, and Evaluation

  31. 2 • Can I trust these sellers? • Who am I buying from? • Are they reputable? • What about shipping? User Interface Design, Prototyping, and Evaluation

  32. 2 • The Fold • Hmm, what’s below here? User Interface Design, Prototyping, and Evaluation

  33. 2 • Impulse buy • PESONALIZED RECOMMENDATIONS (G3) • About this album • Lots of unused space • Still more info below… User Interface Design, Prototyping, and Evaluation

  34. 2 • Is this product any good? • Editorial reviews • Customer reviews • RECOMMENDATION COMMUNITY (G4) User Interface Design, Prototyping, and Evaluation

  35. 3 User Interface Design, Prototyping, and Evaluation

  36. 3 • What site am I at? • Logo in upper-left • Colors, layout, font • examples of SITE BRANDING (E1) User Interface Design, Prototyping, and Evaluation

  37. 3 • Where am I in the site? • Last link clicked was “Buy!” • “Shopping Cart” and “Proceed to Checkout” reinforce that this is “the right page” • SHOPPING CART (F3) User Interface Design, Prototyping, and Evaluation

  38. 3 • Cross-selling • Possibly a pleasant surprise • Impulse buy • CROSS-SELLING & UP-SELLING (G2) User Interface Design, Prototyping, and Evaluation

  39. 3 • What am I going to buy? • Easy to remove • Easy to move to wishlist • How much will it cost? • Shipping costs there, no nasty surprises • SHOPPING CART (F3) User Interface Design, Prototyping, and Evaluation

  40. 3 • What can I do? • “Proceed to Checkout” HIGH VISIBILITY ACTION BUTTON (K5) • Visually distinct • 3D, looks clickable • Repeated above and below the fold User Interface Design, Prototyping, and Evaluation

  41. 4 User Interface Design, Prototyping, and Evaluation

  42. 4 • What if I don’t have a User ID? • What if I forgot my password? • SIGN-IN/NEW ACCOUNT (H2) User Interface Design, Prototyping, and Evaluation

  43. 5 User Interface Design, Prototyping, and Evaluation

  44. 5 • What site? • Logo, layout, color, fonts • Where in site? • Checkout, step 1 of 3 • “Choose shipping address” • QUICK-FLOW CHECKOUT (F1) User Interface Design, Prototyping, and Evaluation

  45. 5 • Note what’s different • No tab rows • No impulse buys • Only navigation on page takes you to next step • This is a PROCESS FUNNEL (H1) • Extraneous info and links removed to focus customers User Interface Design, Prototyping, and Evaluation

  46. 6 Quick-Flow Checkouts User Interface Design, Prototyping, and Evaluation

  47. 6 Quick-Flow Checkouts • Last step of process • Step 3, “Place Order” • “Place my order” button • Two HIGH-VISIBILITY ACTION BUTTONS (K5) for fold User Interface Design, Prototyping, and Evaluation

  48. 6 Quick-Flow Checkouts • No nasty surprises • Can see order • Total price is same as shopping cart • ORDER SUMMARY (F7) User Interface Design, Prototyping, and Evaluation

  49. Quick-Flow Checkouts • Easy to change shipping and billing • Easy to save this info • Easier to setup info in context of specific task • Clear to customers why this info is needed User Interface Design, Prototyping, and Evaluation

  50. Design = Solutions • Design is about finding solutions • Unfortunately, designers often reinvent • Hard to know how things were done before • Why things were done a certain way • How to reuse solutions User Interface Design, Prototyping, and Evaluation

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