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Principles of Design

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by

Ben Smith

on 3 September 2015

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Transcript of Principles of Design

The question:
while others are highly frustrating?
Why are some objects easy to interact with,
Principles of Design
Design (v):
the process of making artifacts that will be used by people.
Design (n):
the artifacts you make.
Purpose of Design:
to transform the world from the
current
to the
desired
state
In relation to Art:
the making of artifacts that will be used to stimulate reflective thought and emotion
In relation to Engineering:
the application of science and mathematics to solve human problems
Seven Stages of
Action

Framework for understanding everyday interactions
Goals
Intentions
Develop action plan
Execute actions
Perceive state
Interpret
Evaluate to form new...
(from Donald Norman)
Task:
Apply to playing an instrument. Fill in each stage.
Key Concept
Conceptual Model
Mental representation of how an object works and why it works that way.
Approximate, incomplete, and evolving!
How does the Focusrite 2x2 work?
?
Affordances
“... refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. A chair affords support and, therefore, affords sitting.” [DOET, page 9]
Perceived Affordances
Allowable actions perceived from "clues"
May be inaccurate
Effective clues convey correct set of actions
Perceived Affordances...?
Mappings
(Mental)
1. From relations between actions and outcomes
2. Follow cultural standards
3. Leverage physical analogies
Affordances?
How do Max objects leverage physical analogies?
Feedback
conveying what action has been done and what the result was
4 Principles
Physical Constraints
Semantic Constraints
Cultural Constraints
Logical Constraints
Physical limitations constrain actions
Meaning of situation constrains actions
Relies on accepted conventions
When all else fails...
Standardize
Reduces cognitive load on user
Reduces learning time
Improves adaption to new situations
Fewer things to memorize
A New DAW (Studio One):
UI Design Checklist
• Put all information in the interface
• Surface the conceptual model
• Use constraints
• Follow standards
• Design for error
• Provide affordances
• Make controls visible
• Use effective mappings
• Providefeedback
Interface Metaphors
Facilitate transfer of mental models
Borrow vocabulary and actions from physical world to describe abstract concepts
"Desktop"
"E-mail"
"Calendar"
"Spreadsheet"
"Virus"
Interface Metaphors in Music Tech?
Mixing
Patching
"patch cord"
Dial
Fader/Slider
k-slider
?
?
?
Evaluate metaphors
Functionality
Do they work?
Applicability
Should they go here?
Representation
Are they evident?
Suitability
Is there a better one?
What is this?
Why does it work?
Metaphors?
Evaluate:
Functionality
Applicability
Representation
Suitability
Actions determined by reason
When user
errs, they need
to know!
Especially when the user causes errors!
Full transcript