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Week Five – Interface Design Review

This week’s topic: Interface Design Review

Summary:The level of transparency reveals the success of an interface, so in other words, if the interactive operates without any difficulties, that means the interface is effective as it became an ignored and forgotten function. The six fundamentals and principles of interface are visual focus, problem solving, contextual, conceptual, wholeness, linear / nonlinear. These fundamental principles forms the basis of layout for any kinds of design as they include the mapping and navigation, the point of interest and eye tracking, the grouping of information as well as the setting out of icons and graphics.

Image Source: http://www.leveljam.com/tag/website-design-interface/ 

Reflection: Interface plays such an important role in design as it operates the entire user experiences of the interactive. No matter if it’s a piece of information or graphics, the layout and composition of the design is vital as it indicates as well as communicates. By understanding the concept of interface and exploring the fundamental principles, designers can more effective express the idea which they are proposed to do.


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Posted by on 25/03/2012 in Reflections

 

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❝ Interface Design Review ❞

Interface (“the in-between thing”) : 

  • Common Boundary
  • Between Thing(s)
  • A point of interaction within an interaction
  • Medium across which data passes

The level of transparency reveals the success of an interface, so in other words, if the interactive operates without any difficulties, that means the interface is effective as it became an ignored and forgotten function.

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1. Hypertextual Navigation (users’ own research and decisions on selected information)


Image Source: Google Search

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2. Immersive Navigation (Virtual reality – the generating of a simulated three-dimensional space)


Image Source: Counter Strike

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3. Registrational Interactivity (Commenting and Responding within collective information)


Image Source: Facebook

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4. Interactive Communications (person to person/face-to-face communication)


Image Source: FaceTime

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Principles serve as broad guides

Draw on design theory

Emerge from print or poster design guidelines

User Perception

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Six Fundamentals / Principles:

  1. Visual Focus : to show the focus of certain information as well as indicating functional elements.
  2. Problem Solving : multiple navigation and mapping pathways to gain access to expanded information.
  3. Contextual : anchoring of navigation tools in consistent locations to provide useful content and relevant links.
  4. Conceptual : Use familiar icons and graphics are placed in consistent context to help users’ operations of the interactive.
  5. Wholeness : Using various use of shapes, colour, contrasting and space to group related content and identify the structure and layout of design
  6. Linear / Nonlinear : The use of visuals and graphics to help identify the starting and ending of certain information.

Information Reference: Hughes, Greg. “Interface Design Review” Lecture. Interface Design Review. 16 Mar. 2012. Web. 25 Mar. 2012.

 
 

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Week Four – Static and Kinetic Screen

This week’s topic: Static and Kinetic Screen Module One and Module Two

Summary: The on-screen designs now-a-days can be both static and kinetic, as it has evolved into an interactive medium through new developed and improved softwares and technologies. However, when designing interactive mediums, the considerations of static and print-based design still plays a significant role. With the composition of *visual elements creating visual hierarchy, information can be grouped and function collectively as a whole.

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*Visual Elements:
a) Points of Interest
The focus point (yellow flower) within the picture draws audience attention the most due to its bright colour within the dull picture and also the shape of the flower is distinctive within the picture when compared with the lines above it.

Image Source: http://photo10jiyoung.blogspot.com.au/

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b) Contrast
the contrast colour between black and white to define different area and space
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c) Tone –

the tone of a colour: the lightness and darkness of a single colour

Image Source: http://painting.about.com/od/colourtheory/ss/ColorClassTones.htm


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d) Scale and Weight –

the size of the graphic form to create illusion of foreground and background

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e) Colour –
 
effective use of colour can help eye-tracking, which draws attention to different areas as well as distinctively separating different areas of information.
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f) Typography
1.

Example 1 : can be used to provide information in a readable and legible manner.

Image Source: https://www.adobe.com/account.html

2.

Example 2 : can also be used to aid visual graphics to express and provide information of the actual graphic.

Image Source: http://weheartit.com/entry/17368491
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Reflection: In this week’s lecture, Greg has continuously repeated the purpose and aim of interactive/interaction design and it is “to make complicated things easier and more pleasurable to use”. From Andy Polaine’s quote, it also states what interactive designers must do to make effective interactive products and that is, designers need to: firstly, understand the purpose of the actual complicated matter/thing and find assisting ways such as visuals and designs to express these matter/thing in order to help audience to more easily understand the complication through interactive products. In other words, designers need to keep up with changes in technologies and mediums, as well as incorporating experiences and inspirations into their designs in order to produce adequate ways for audiences in the functioning of interactive products.

Information Reference:

1. Hughes, Greg. “Module 1: Play, Experience Design.” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

2. Hughes, Greg. “Module 2: Using What You Know” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

 
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Posted by on 23/03/2012 in Reflections

 

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Static and Kinetic Screen – Module Two

✄ – – – – Using What You Know!! – – – – 

The composition of visual elements : Visual Hierarchy.

1. Info-graphics (Guiding users through the use of information and content within visuals) –

  • Navigation
  • Mapping
  • Information Architecture
★ Graphic Design  ➔  Information Design  ➔  Interactive Design ★
a. Signage
 

 

b. Interactive Structures (Electronic Directories)

 

 

 

 

 

 

 

 

 

 

 

 
Image Source: http://yourhere.ca/shopping-centres.cfm 

2. Visual – Spatial Design (Gestalt Principles)

  • How information are grouped on the page
  • How visual elements on the page are interrelated
*so the information functions collectively as a whole, instead of being in bits and pieces.
a. Points of Interest
  • the focus point within the composition
  • works as the leader of the visual hierarchy
  • should not overtake the whole composition
  • should not be too weak or hidden
b. Contrast

  • the light and dark areas within the visual
  • the difference between visual elements within a work (i.e: the opposing nature)

c. Tone

  • The relative lightness and darkness of a colour
  • most often used to weaken or strengthen the point of interest
d. Scale and Weight
  • the relative size of the graphic form
  • it is closely related to the perspective and depth of the graphics
  • the dominance of size of graphic forms, which causes eye- tracking
  • An illusion of foreground and background of the graphics
e. Colour
  • effective use of colour can define areas and topics, as well as creating space between different informations.

f. Typography 

  • Legibility: How clear is the text visually? (the size of the text)
  • Readablilty:  The degree of the meaning of text is understandable, visually and conceptually. (user’s interpretation of the information)

Information Reference: Hughes, Greg. “Module 2: Using What You Know” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

 
 

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Static and Kinetic Screen – Module One

☆ Play : Experience : Design 

The on-screen designs now-a-days can be both static and kinetic, as it has evolved into an interactive medium through new developed and improved softwares and technologies. However, when designing interactive mediums, the considerations of static and print-based design still plays a significant role. Therefore, interactive designers are required to keep up with the changes in technologies and other mediums as well as incorporating their fundamental knowledges of designs into their creativity in order to produce adequately designed products targeting the accurate market.

  • Static : Motionless. (Elements that don’t move.)
  • Kinetic : Motion. (Elements that change over time.)
Andy Polaine . . .
“An experience designer focusing on playful interactions and service deisgn research in the fields of interactive concept development.” 

 

 

 

 

 

 

Image Source: Andy Polaine

** Polaine’s definition of interaction design **

It is the combination of how the basic elements actually functions:

1. What do they do?
Find the purposes of interactions through scenario description, pre-production and planning

2. What they look like?
Finding the look and feel of the actual product through research from target audience and scenario description that fits best. (i.e: drafts and non-finish art screens or storyboards)

3. What they look like they do?
A suitable interactive and physical treatment of elements within the visual of the designed product to assist the usability of the actual interactive product. (i.e: used like a guide in controlling the users’ experience of the product.)

4. Users’ Experience?
The feedback from users which are then used as guides for the designers to improve and modify on the visual designs on the interactive product.
Information Reference: Hughes, Greg. “Module 1: Play, Experience Design.” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

 
 

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Week Three – Design Process and Planning

This Week’s topics: Design Process Overview and Planning

Summary: The design process is actually a continuous process which can be repeated for numerous of times. Through different stages of the design process, designers are able to progress and develop their ideas from the information and inspirations they gain from each experience. From information research to creating the persona and then through the interaction of the persona with the given situation, the scenario is created. From these creations of personas and scenarios, the designers can more easily identify the target audience of the product.

A detailed explanation of the main stages of the design process.

Image Source: “Agile Software Development Methodology.” Agile Methodology. Web. 19 Mar. 2012. <http://www.talkwiseconsulting.com/agile-methodology.html>.

Reflection: From the lecture, I realised that in order to begin any type of visual design, information research is needed as the essential part of the project which many people may think little of it. In order for the designer to create an effective design, the information from the brief, the research through user personas and scenarios form the basis of the idea for the actual real product. This planning process is like the combination of observations and inspirations, analysing and addressing of the brief and also the ideas and design.

Information Reference:

1. Waterson, Sarah. “The Interactive Design Process Overview” Lecture. Week Three –The Interactive Design Process Overview. 27 Feb. 2012. Fri 16 Mar. 2012.

2. Waterson, Sarah. “The Interactive Design Process: User Persona, Artefact Persona and Scenario planning” Lecture. Week Three –The Interactive Design Process: User Persona, Artefact Persona and Scenario planning. 27 Feb. 2012. Sat 17 Mar. 2012.

 
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Posted by on 17/03/2012 in Reflections

 

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Planning – Personas, Scenarios and Wireframes

User Personas is the fictional archetypal users, in other words, a typical of a certain kind of person that is created in order to help as a tool for the target audience research of designers’ projects. The persona is created in order to create user scenarios.

User Scenario is a possible narrative of a situation – which normally through the use of the created user persona – and the interaction between of the persona and the systems which are to be tested on. In order to have a more dependable outcome, there are a number of aspects which the scenario have to be looked into and these aspects are the persona’s reactions, the goals that he/she is trying to achieve, the expectations of the system and the motivation of the persona towards the interaction he/she has with the machine.

As for the Artefact Persona is the persona for the project, itself.

The image below is a visual diagram that shows the ten steps from research to creating the persona and with the interaction of the persona with the given situation, the scenario is created. From these creations of personas and scenarios, the designers can more easily identify the target audience of the product.

Image Source for Both Image

The image below shows the steps which through the use of the created persona and also the situation the persona is in with other aspects which needs to be taken into count in order to create an effective scenario.

Reference: Nielsen, Lene. “Ten Steps to User Persona By Dr. Lene Nielsen.” Usability and HCI: Indian Scenario by Dr. Dinesh Katre. HCI Vistas, July 2007. Web. 19 Mar. 2012. <http://www.hceye.org/HCInsight-Nielsen.htm>
Information Reference: Waterson, Sarah. “The Interactive Design Process: User Persona, Artefact Persona and Scenario planning” Lecture. Week Three –The Interactive Design Process: User Persona, Artefact Persona and Scenario planning. 27 Feb. 2012. Sat 17 Mar. 2012.

 
 

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