[Hci korea 2014] designing scalable web serviceTony (Soo) Kim
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This document discusses designing scalable web services. It defines scalability and outlines several layers of scalability: user interface, information architecture, platform, data, user, and system. For each layer, it lists factors to consider for flexibility, such as display size, interaction methods, language, conventions, symbols, and time/geographical differences. It provides practical tips, including focusing on users, keeping things simple, separating data from design, using modular components, and data-driven design. Finally, it lists Google's 10 design principles and invites questions.
[Hci korea 2014] designing scalable web serviceTony (Soo) Kim
?
This document discusses designing scalable web services. It defines scalability and outlines several layers of scalability: user interface, information architecture, platform, data, user, and system. For each layer, it lists factors to consider for flexibility, such as display size, interaction methods, language, conventions, symbols, and time/geographical differences. It provides practical tips, including focusing on users, keeping things simple, separating data from design, using modular components, and data-driven design. Finally, it lists Google's 10 design principles and invites questions.
The document discusses splash screen design for mobile apps. It provides tips for an engaging splash screen, such as using unique textures, an eye-catching logo, and vibrant colors. A splash screen displays when an app opens and allows the Android system to initialize resources and load files while something visually interesting is shown to the user. Effective splash screen design draws the user in and hints at what the app experience will be.
The document discusses the process of designing mobile applications. It covers information architecture, converting information to screen-based user interfaces through wireframing, and key principles of mobile UI design like navigation patterns, touch gestures, and action bar organization. Examples of wireframing tools that can be used to schematically design user interfaces are also provided. The overall document provides an overview of best practices for designing the information architecture and user experience of mobile apps.
This document outlines the class schedule and content for a mobile service design course taught by Professor JY Lee. The course covers topics such as understanding mobile apps and service design, mobile user experience, the mobile service design process from discovery to implementation, and prototyping mobile app ideas. Students will learn service design frameworks, information architecture patterns, and how to create paper prototypes and wireframes. They will also review sample student projects from previous classes. The goal is to help students understand mobile service design and apply the concepts to their own app project.
The document outlines a class schedule for a course on N-screen concepts. It includes 14 weekly topics that are divided into four parts: environment research, user research, user experience, and prototyping. The class will cover researching the N-screen environment and users, developing user experience design methodologies, conducting user research, and creating prototypes. Testing and presentations are also included in the schedule.
This document provides an overview of an N-screen user experience design class. It includes the class schedule, which covers topics like environment research, methodology studies, user research, prototyping and exams. It also presents the N-screen concept model, which recommends design patterns for N-screen experiences, such as mobile first, adaptability, fluidity, seamless interaction and context relevance. Additionally, it discusses N-screen use contexts including use modes, situations, surroundings and transit. Personas and an egg-matrix framework are also introduced. The document aims to provide foundations for designing unified and coherent experiences across multiple screens.
The document outlines a class schedule for an interactive 3D contents course. It includes 15 classes over 12 weeks covering topics like interactive trends, user interactions, frameworks, and designing and developing interactive 3D content. Classes involve lectures, workshops using an open framework for content creation, a midterm exam, and a final presentation of an interactive 3D project.
Here are some potential future interactions and interactivities we could see based on movies, games, or dreams:
- Fully immersive virtual reality worlds we can enter and interact with like in movies like The Matrix or Ready Player One.
- Advanced AI assistants that understand natural language and context like Samantha in Her or the AI helper Clara in the Black Mirror episode "USS Callister."
- Brain-computer interfaces that allow us to control devices and digital worlds with our thoughts like in sci-fi movies where people pilot giant robots or mechs with their minds.
- Augmented reality overlays that blend digital information and interfaces seamlessly into the real world as seen in movies like Iron Man or games like