A 2.5-hour workshop I created and shared with my colleagues at Razorfish Austin in October 2012. Inspired by Dan Saffer's half-day workshop on the same topic, presented at Webvisions 2012.
The document discusses the importance of discoverability and learnability in user interface design. It defines discoverability as the ability to detect a feature through visual cues or affordances. As discoverability decreases in interfaces like mobile devices, learnability must increase to accommodate users. Well-designed interfaces provide both discoverable controls for common tasks as well as learnable features for less frequent tasks through consistent logic and feedback when users experiment.
AR / UX: Building Augmented Reality ExperiencesJoey deVilla
油
These are the slides from the presentation given at the joint Tampa Bay User Experience / Front End Design Group meetup by Anitra Pavka and Joey deVilla on the evening of June 14, 2018.
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk covers:
1. Why touch is so important?
2. The advantages of Touch
3. The disadvantages of Touch
4. What you should do
(Talk given at IndicThreads conference on mobile application development - 2010).
My final project I wanted to mix a bunch of our current technologies into a new way using the theories we have discussed during the semester. I didnt want to make the new technologies too high tech, because we need to think 10 years isnt that long. How far have we come in 10 years? So I stuck to technologies that we have today, but added realistic traits to each. After I created these new technologies I added the theories in and how they relate to each advancement.
This document discusses designing for new technology. It begins by defining different types of "new" including new to the world, market, industry, company or individual. It emphasizes that new technology takes longer than expected and has unknown limitations. It recommends prototyping early, testing usability, and helping potential users understand the technology through demonstration and clear explanation. The rest of the document discusses managing user expectations given their experience with older technologies, giving the new technology a coherent personality, and establishing its meaning and value compared to existing alternatives. It argues that new technology needs clear affordances, metaphors and emotional resonance to be successfully adopted.
This document provides information about surface computing. It discusses Microsoft Surface, a large multi-touch tabletop computer that allows multiple users to interact directly on its screen surface using hands, brushes or other objects. Key features of surface computing include multi-touch interaction, tangible user interfaces using physical objects, support for multiple simultaneous users, and object recognition capabilities. The document also outlines the hardware components of Microsoft Surface and provides examples of its applications.
The document discusses emerging and future user interface technologies and designs. It describes heads-up displays being used in vehicles and augmented reality being applied to navigation apps. Gesture recognition and spatial motion interfaces are gaining popularity as more intuitive input methods. Neural interfaces may allow controlling devices with thoughts alone. Surface computing is transforming any flat surface into an interactive touchscreen. Voice control is expanding beyond phones to enable new applications. Overall, interfaces are shifting towards touch, gestures, speech and augmented reality to create more natural human-computer interaction.
Emma Woods (@CodingCockatoo) and James Buchanan from Provoke Solutions, will be sharing their experiences and thoughts on CSS for touch devices. They will go over some solutions to common frustrations such as; hover states, user feedback, zoom, touch keyboards and conflicting gestures. They will also give some helpful hints on how to test for touch device quirks.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
油
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
油
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
The document discusses Surface Computer, a multi-touch product from Microsoft that allows multiple users to interact with a 30-inch tabletop display using touch and gestures instead of a mouse or keyboard. It recognizes touch inputs, objects placed on its surface, and can be used collaboratively. The Surface uses infrared cameras beneath the screen to sense touch and objects, processes the information, and displays it using rear projection. It is currently used commercially but Microsoft hopes to expand it to consumers by making home versions that could use other surfaces.
New Frontier of Multimodal Interfaces: Are you ready?Marti Gold
油
For UX practitioners looking for introduction to multimodal interface design tips and best practices. Given at Dallas BigDesign Conference in September 2018.
This document provides an overview of direct manipulation techniques for desktop and mobile interfaces. It discusses pointing, selection, drag and drop, control manipulation, palette tools, object manipulation, and object connection. Examples are given for each technique. The document also discusses domain expert Terry Winograd and the book About Face 3.0. It notes current trends in direct manipulation for web applications and rich visual feedback.
The document discusses improving interaction design decisions through better guessing. It argues the best designers are those that make the best guesses, though training, intelligence, research and experience are also important. To improve guesses, designers must understand how decisions are made. Decisions involve discovering problems, framing problems, assessing problems, considering solutions, and acting. How problems are framed can significantly impact the perceived options and solution. Understanding decision-making processes can help designers make better guesses and decisions.
Surface computing is an interactive horizontal display that allows multiple users to interact directly with digital content via touch and gestures. The Microsoft Surface was an early prototype of this technology, featuring a 30-inch multi-touch screen that could recognize objects and users' hands. It used cameras and infrared light to track input on its screen. The Surface was designed for commercial applications like hotels, restaurants, and casinos to provide interactive digital experiences for customers. Future goals include making surface computing technology available for consumer use in homes and other environments.
Microsoft Surface computing uses sensing and display technology to turn ordinary surfaces like tables into interactive digital surfaces. It allows for direct interaction with digital content through touch, gestures, and physical objects. The Surface recognizes objects and hand gestures using infrared cameras and can be used for applications in retail, hospitality, education and more. However, it remains an expensive technology currently used mostly in commercial settings.
This document discusses storyboarding and techniques for designing user experiences. It begins by introducing concept experience design and moving from insights to ideation. It then discusses defining the product by establishing the what, why, who, when and where. This includes defining the product concept as a mobile experience and designing for mobile affordances. It also discusses establishing a customer value proposition and "make mantra". The document then covers storyboarding and sketching to refine designs, convey value propositions and sell ideas. It provides examples and discusses immersion techniques to develop designs.
Each one of us is constantly surrounded by multi-touch technologies in everyday life. We keep our smartphones with us all the time, we work with tablet computers and touch screens. But also in stores, in museums and exhibitions, and on trade fairs, the intuitive touch-gesture on a surface has become second nature to us.
But how exactly does the underlying technology work, and how can businesses make optimal use of them, e.g. at their point of sale (POS)?
The multi-touch experts of Garamantis Interactive Technologies have gathered all information on this ubiquitous technology and forged them into one large infographic.
This graphic is addressed to anyone who wants to become an instant expert on multi-touch technology within a few minutes, but particularly to businesses and agencies looking for a way to optimally apply this technology in their work.
The document discusses several key concepts for designing everyday things:
1. Perceived affordances refer to the perceived properties of an object that suggest how it can be used. Problems occur when a user's perceptions do not match the designer's intentions.
2. Visible constraints provide cues about the range of possible actions. More constraints reduce opportunities for errors.
3. Mapping involves the relationship between controls and their effects. Natural mappings improve usability.
4. Causality and feedback are important for users to understand cause-and-effect. Subtle or delayed effects can cause confusion.
5. Transfer effects occur when users apply knowledge from similar prior experiences, which can help or hinder depending on similarities.
The document discusses surface computing technology, including a history of prototypes starting in 2001 and the development of Microsoft's Surface computer tabletop. It describes the architecture of the Surface computer using an infrared sensor, CPU and projector. Features outlined include using touch for direct manipulation of digital content in a multi-user collaborative environment.
Surface computing is a new form of human-computer interaction that allows users to directly manipulate digital content on a horizontal display surface using hand gestures and physical objects. Microsoft Surface, introduced in 2007, is a pioneering surface computing platform that uses infrared cameras and multi-touch capabilities to recognize touch input from multiple users simultaneously. In the future, surface computing may be integrated into many everyday environments like homes and offices through intelligent horizontal displays.
The document discusses input and output modalities for multimodal, cross-media, and multi-platform user experiences. It provides information on different input devices like touchscreens, motion controllers, and cameras. It also covers concepts like gestures, ergonomics, and patterns for designing touch interfaces. The workshop assignment involves building demonstrators for different input devices and analyzing the user experience.
Surface computing allows natural interaction with digital information through touch, gestures, and physical objects on a horizontal display. The Microsoft Surface uses infrared cameras beneath the screen to sense touch input and recognize objects placed on it. It can process multiple touches simultaneously and is used in retail stores, hotels, and restaurants for applications like viewing menus, sharing content, and making purchases. While the technology is promising, issues like the high cost may limit mainstream consumer adoption for now.
Surface computing is an advancement that allows for direct interaction through touch and gestures without mouse/keyboard. It features multi-touch recognition of many contact points simultaneously, a horizontal design for multi-user collaboration, and object recognition to trigger digital responses. Microsoft Surface is the first commercially available surface computing platform, consisting of a 30-inch display table that recognizes fingers, tags, and objects to power applications. It uses rear projection, cameras, and image processing to enable its touch and gesture controls.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
油
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques dont work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
This document discusses designing multi-touch interfaces for HTML5 applications. It covers challenges like flexible layouts for different screen sizes and orientations, implementing common gestures, performance optimization, and cross-browser compatibility. Frameworks can help address these challenges. The conclusion recommends HTML5 for small applications and native solutions for large, feature-rich responsive apps.
In these slides you can find the basic concepts of natural user interfaces. From the evolution of the classic desktop centered applications to the more intuitive and natural ones.
Is This a Button? A Question Your Users Should Never Ask.Andrew Malek
油
Buttons are a primary way people interact with our websites and apps, but recent design trends have caused confusion over what actually is a button and what is static text or imagery. Perhaps youre in QA and want to increase the quality of an app, a designer looking for usability tips, or a developer who normally thinks nothing more about a button other than instantiating one and placing it in a layout. Either way, learn about ideas you can test to possibly increase your app or websites usage, guiding people to lead-generation or checkout activities. Topics include color theory, floating buttons, Fittss Law, microinteractions, and perceived performance.
Emma Woods (@CodingCockatoo) and James Buchanan from Provoke Solutions, will be sharing their experiences and thoughts on CSS for touch devices. They will go over some solutions to common frustrations such as; hover states, user feedback, zoom, touch keyboards and conflicting gestures. They will also give some helpful hints on how to test for touch device quirks.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
油
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
油
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
The document discusses Surface Computer, a multi-touch product from Microsoft that allows multiple users to interact with a 30-inch tabletop display using touch and gestures instead of a mouse or keyboard. It recognizes touch inputs, objects placed on its surface, and can be used collaboratively. The Surface uses infrared cameras beneath the screen to sense touch and objects, processes the information, and displays it using rear projection. It is currently used commercially but Microsoft hopes to expand it to consumers by making home versions that could use other surfaces.
New Frontier of Multimodal Interfaces: Are you ready?Marti Gold
油
For UX practitioners looking for introduction to multimodal interface design tips and best practices. Given at Dallas BigDesign Conference in September 2018.
This document provides an overview of direct manipulation techniques for desktop and mobile interfaces. It discusses pointing, selection, drag and drop, control manipulation, palette tools, object manipulation, and object connection. Examples are given for each technique. The document also discusses domain expert Terry Winograd and the book About Face 3.0. It notes current trends in direct manipulation for web applications and rich visual feedback.
The document discusses improving interaction design decisions through better guessing. It argues the best designers are those that make the best guesses, though training, intelligence, research and experience are also important. To improve guesses, designers must understand how decisions are made. Decisions involve discovering problems, framing problems, assessing problems, considering solutions, and acting. How problems are framed can significantly impact the perceived options and solution. Understanding decision-making processes can help designers make better guesses and decisions.
Surface computing is an interactive horizontal display that allows multiple users to interact directly with digital content via touch and gestures. The Microsoft Surface was an early prototype of this technology, featuring a 30-inch multi-touch screen that could recognize objects and users' hands. It used cameras and infrared light to track input on its screen. The Surface was designed for commercial applications like hotels, restaurants, and casinos to provide interactive digital experiences for customers. Future goals include making surface computing technology available for consumer use in homes and other environments.
Microsoft Surface computing uses sensing and display technology to turn ordinary surfaces like tables into interactive digital surfaces. It allows for direct interaction with digital content through touch, gestures, and physical objects. The Surface recognizes objects and hand gestures using infrared cameras and can be used for applications in retail, hospitality, education and more. However, it remains an expensive technology currently used mostly in commercial settings.
This document discusses storyboarding and techniques for designing user experiences. It begins by introducing concept experience design and moving from insights to ideation. It then discusses defining the product by establishing the what, why, who, when and where. This includes defining the product concept as a mobile experience and designing for mobile affordances. It also discusses establishing a customer value proposition and "make mantra". The document then covers storyboarding and sketching to refine designs, convey value propositions and sell ideas. It provides examples and discusses immersion techniques to develop designs.
Each one of us is constantly surrounded by multi-touch technologies in everyday life. We keep our smartphones with us all the time, we work with tablet computers and touch screens. But also in stores, in museums and exhibitions, and on trade fairs, the intuitive touch-gesture on a surface has become second nature to us.
But how exactly does the underlying technology work, and how can businesses make optimal use of them, e.g. at their point of sale (POS)?
The multi-touch experts of Garamantis Interactive Technologies have gathered all information on this ubiquitous technology and forged them into one large infographic.
This graphic is addressed to anyone who wants to become an instant expert on multi-touch technology within a few minutes, but particularly to businesses and agencies looking for a way to optimally apply this technology in their work.
The document discusses several key concepts for designing everyday things:
1. Perceived affordances refer to the perceived properties of an object that suggest how it can be used. Problems occur when a user's perceptions do not match the designer's intentions.
2. Visible constraints provide cues about the range of possible actions. More constraints reduce opportunities for errors.
3. Mapping involves the relationship between controls and their effects. Natural mappings improve usability.
4. Causality and feedback are important for users to understand cause-and-effect. Subtle or delayed effects can cause confusion.
5. Transfer effects occur when users apply knowledge from similar prior experiences, which can help or hinder depending on similarities.
The document discusses surface computing technology, including a history of prototypes starting in 2001 and the development of Microsoft's Surface computer tabletop. It describes the architecture of the Surface computer using an infrared sensor, CPU and projector. Features outlined include using touch for direct manipulation of digital content in a multi-user collaborative environment.
Surface computing is a new form of human-computer interaction that allows users to directly manipulate digital content on a horizontal display surface using hand gestures and physical objects. Microsoft Surface, introduced in 2007, is a pioneering surface computing platform that uses infrared cameras and multi-touch capabilities to recognize touch input from multiple users simultaneously. In the future, surface computing may be integrated into many everyday environments like homes and offices through intelligent horizontal displays.
The document discusses input and output modalities for multimodal, cross-media, and multi-platform user experiences. It provides information on different input devices like touchscreens, motion controllers, and cameras. It also covers concepts like gestures, ergonomics, and patterns for designing touch interfaces. The workshop assignment involves building demonstrators for different input devices and analyzing the user experience.
Surface computing allows natural interaction with digital information through touch, gestures, and physical objects on a horizontal display. The Microsoft Surface uses infrared cameras beneath the screen to sense touch input and recognize objects placed on it. It can process multiple touches simultaneously and is used in retail stores, hotels, and restaurants for applications like viewing menus, sharing content, and making purchases. While the technology is promising, issues like the high cost may limit mainstream consumer adoption for now.
Surface computing is an advancement that allows for direct interaction through touch and gestures without mouse/keyboard. It features multi-touch recognition of many contact points simultaneously, a horizontal design for multi-user collaboration, and object recognition to trigger digital responses. Microsoft Surface is the first commercially available surface computing platform, consisting of a 30-inch display table that recognizes fingers, tags, and objects to power applications. It uses rear projection, cameras, and image processing to enable its touch and gesture controls.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
油
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques dont work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
This document discusses designing multi-touch interfaces for HTML5 applications. It covers challenges like flexible layouts for different screen sizes and orientations, implementing common gestures, performance optimization, and cross-browser compatibility. Frameworks can help address these challenges. The conclusion recommends HTML5 for small applications and native solutions for large, feature-rich responsive apps.
In these slides you can find the basic concepts of natural user interfaces. From the evolution of the classic desktop centered applications to the more intuitive and natural ones.
Is This a Button? A Question Your Users Should Never Ask.Andrew Malek
油
Buttons are a primary way people interact with our websites and apps, but recent design trends have caused confusion over what actually is a button and what is static text or imagery. Perhaps youre in QA and want to increase the quality of an app, a designer looking for usability tips, or a developer who normally thinks nothing more about a button other than instantiating one and placing it in a layout. Either way, learn about ideas you can test to possibly increase your app or websites usage, guiding people to lead-generation or checkout activities. Topics include color theory, floating buttons, Fittss Law, microinteractions, and perceived performance.
The document discusses paper prototyping for touchscreen interfaces. It covers types of touchscreens, exercises to create prototypes for a thermostat and shopping list app, ergonomics of gestures, standard touch gestures, and common problems to watch for like visibility and random activation. It emphasizes starting with an overview, using taps for navigation, and placing important elements in easy-to-reach activity zones.
This document provides an overview of Microsoft Surface computers. It describes Surface computers as interacting directly with users through objects on a table surface rather than a monitor and keyboard. Key features include multi-touch interaction, support for multiple simultaneous users, and object recognition capabilities. Applications discussed include manipulating digital photos, comparing products side by side, and interactive restaurant menus. Advantages are natural and wireless interaction, while disadvantages include cost, lighting requirements, and lack of portability.
This document provides information about designing mobile apps, including:
1. It discusses tools that can be used to create mock-up designs for mobile apps, such as paper, pen, and digital mock-up tools.
2. It outlines several key differences between designing for mobile versus desktop, such as smaller screens, touch interfaces, and varying operating systems and devices.
3. It emphasizes the importance of usability testing and designing for the specific affordances and guidelines of each mobile operating system. Tailoring designs for different platforms rather than using a "one size fits all" approach is recommended.
Human Centering Your Association and the Rise of MicrointeractionsMatt Curtin
油
The document discusses human-centered design and microinteractions. It begins with an overview of human-centered design practices and concepts. It then explains what microinteractions are, how they fit into human-centered design, and examples of microinteraction elements like triggers, rules, feedback, and loops/modes. The document uses a case study of a user named Chris J. to demonstrate how human-centered design and microinteractions can be applied. It provides industry examples of microinteractions and discusses best practices for designing microinteractions.
Surface computing is the use of a specialized computer GUI in which traditional GUI elements are replaced by intuitive, everyday objects. Instead of a keyboard and mouse, the user interacts directly with a touch-sensitive screen. It has been said that this more closely replicates the familiar hands-on experience of everyday object manipulation.
Early work in this area was done at the University of Toronto, Alias Research, and MIT.Surface work has included customized solutions from vendors such as LM3LABS or GestureTek, Applied Minds for Northrop Grumman.Major computer vendor platforms are in various stages of release: the iTable by PQLabs, Linux MPX,the Ideum MT-50, interactive bar by spinTOUCH, and Microsoft PixelSense (formerly known as Microsoft Surface).
A touchscreen is an electronic display that can detect touch input. The first touchscreen devices include the 1982 capacitive touchscreen and 1983's HP-150 touchscreen computer. Modern touchscreen technologies include resistive, capacitive, and surface acoustic wave screens. When designing for touchscreens, factors like response speed, tap target size, intuitiveness, and visibility are important to optimize the user experience. Touchscreens continue to evolve and expand into new applications.
Designing Rich Mobile Apps in a Fragmented WorldWorklight
油
User experience and design best practices for the development of high-quality and engaging cross-platform smartphone and tablet applications that meet users' expectations.
The document discusses the history and features of Microsoft Surface, one of the first commercially available surface computers. Surface turns an ordinary tabletop into an interactive touchscreen surface using technologies like multi-touch and object recognition. It allows for more natural interactions than traditional keyboards and mice, with users able to directly manipulate on-screen content with hands, fingers and physical objects. The document outlines Surface's development over time and potential applications in fields like education, retail, and gaming.
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
Surface computing,towards business technologyrajesh441
油
The document discusses Microsoft Surface, a new type of touchscreen interface called natural user interface (NUI). It allows direct interaction with computers using gestures without a keyboard and mouse. The Surface has a large multi-touch screen that can process multiple inputs simultaneously. It uses infrared cameras and light to detect objects on its screen. Potential applications include interactive maps, games, online shopping, and collaborative workspaces for professionals. However, issues like high costs and security need to be addressed for wider adoption.
La battaglia del touchless: quale 竪 la migliore tecnologia oggi disponibile e come sceglierla.
Mostreremo le caratteristiche di vari device disponibili sul mercato (Kinect2, RealSense, Leap, Duo3D, EyeX, Myo, mindwave) e analizzeremo i casi d'uso dei diversi device evidenziandone vantaggi e svantaggi (distanza, precisione, supporto...) e come possono essere combinati tra loro. La sessione si concluder con alcuni criteri di scelta che devono essere considerati prima di iniziare lo sviluppo e che possono evitare problemi e migliorare il risultato finale.
Microsoft Surface Computing and BlueJackingMohitgupta8560
油
This slide is about the surface computing technology and also a another topic include in it which is related to the Bluetooth security i.e. BlueJacking
The document discusses considerations for designing mobile applications and interfaces. It covers topics like choosing between iOS vs Android platforms, principles of mobile usability like universal design and touch targets, the importance of testing, best practices for navigation and gestures, and resources for mobile design including examples of well-designed mobile apps.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
The talk tries to highlight the reasons designer and developers think the way they think and work the way they work with each other. It also tries to suggest remedial measures and cultural probes that can aid the process of easing the collaboration between the said tribes.
www.tinkerform.com
Stepping into a Pilates studio for the first time can be a tad intimidating, especially when faced with an array of unfamiliar equipment that seems more fitting for a science lab than a workout space. However, these apparatuses are at the heart of the Pilates experience, each designed to facilitate specific movements and benefits.
7 Tips To Take Your Design To The Next Level!kritika598289
油
Want to take your designs to the next level?
From choosing the right fonts and colors to maintaining consistency and alignment, these small tweaks can have a big impact.
Which of these design principles do you already use? Let me know in the comments!
Follow for more design insights and creative strategies!
Approaches_to_teaching_Grammar.ppt
**Approaches to Teaching Grammar**
This presentation explores various methods and strategies for teaching grammar effectively in language learning. It covers traditional and modern approaches, including:
- **Deductive vs. Inductive Methods** Teaching rules explicitly versus allowing learners to discover them.
- **Grammar-Translation Method** A classical approach focusing on written language and direct rule application.
- **Communicative Approach** Teaching grammar through real-life communication and interaction.
- **Task-Based Learning** Integrating grammar into meaningful tasks rather than isolated drills.
- **Implicit vs. Explicit Instruction** The role of subconscious learning versus direct grammar explanations.
By comparing these methods, the presentation provides insights into choosing the most effective approach based on learners' needs and contexts.
Looking to revolutionize agriculture with cutting-edge technology? Our Smart Farming Technology Pitch Deck is designed to help you present your innovative ideas with clarity and impact!
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Nature Inspired Innovation : Designing The Future Using Lessons From The Pastjejchudley
油
In an era dominated by technological revolution, design thinking's impact on economic and cultural success is undeniable.
However, its focus on 'designing for the user' often neglects the broader real-world implications of the complex systems within which the things we design are used.
In this talk, we will advocate for embracing evolutionary and ecological theories as a toolkit for understanding and designing for our dynamic and interconnected world.
By exploring questions about innovation speed, efficiency, and societal impacts through this lens, attendees will gain insights into enhancing UX design, fostering creative problem-solving, and developing impactful, innovative solutions.
From this presentation you will learn:
- How a better understanding of natural biological systems will help to improve their design practice
- The importance of considering the context of how and where your designs will be used
- How to think about your work in different ways that will enable them to take different approaches to problem solving
- How to adopt systems thinking approaches to help you design more impactful, innovative and effective design solutions.
Volodymyr Zelensky Thank You America Shirtrobintex21
油
Volodymyr Zelensky Thank You America Shirt
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Volodymyr Zelensky Thank You America Shirt,Volodymyr Zelensky Thank You America T Shirts,Volodymyr Zelensky Thank You America SweatShirts yours today. tag and share who loves it.
2. Credit where credit is due...
Dan Saffer
Director, Interaction Design
Smart Design
Follow @odannyboy on Twitter to learn about
his upcoming book, Microinteractions, to be
published next spring by OReilly.
2
3. Keeping it basic
What we'll be covering:
Some guiding principles for creating
touchscreen experiences, with a
focus on smartphones and tablets
(capacitive technology)
Fingers and hands
Activity zones
Common app structures
Multitouch and gestures
Prototyping tools
What we won't be covering:
Devices using touch technologies
like infrared beams, cameras,
ultrasonic waves, resistance
Platform differences
Resolution differences and
responsive design
Strategy
Coding, development
3
4. Workshop activities
Fun warm-up
Smartphone sketch
activity
Tablet activity focusing
on multitouch/gesture
http://genelu.com/2011/04/nike-plus-dogs/
4
5. Warm-up exercise!
Sketch a touchscreen version of a simple household thermostat.
(10 minutes)
Requirements:
Accessed via whatever touchscreen interface(s)
you choose
See current temperature
Set desired temperature
See whether system is heating or cooling
Turn system off or on
Not required for this exercise:
Programming dates/times, controlling multiple rooms
5
7. Lets talk about 鍖ngers
Theyre far less accurate
than a screen cursor.
1 mm 8-10 mm diameter
(鍖ngertip)
7
8. Touch target sizes
Saffers minimum size
guidelines for touch
targets:
8 mm
1 cm
2 mm
Option3Selected Option2
8
9. Touch target sizes
8 mm
1 cm
2 mm
Option3Selected Option2
Physical keyboard:
8 mm
15 mm 4 mm
15 mm
Saffers minimum size
guidelines for touch
targets:
9
10. Touch target sizes
5 mm
6.5 mm 1 mm
iOS keyboard, landscape:
Discuss.
8 mm
1 cm
2 mm
Option3Selected Option2Saffers minimum size
guidelines for touch
targets:
10
11. Touch target size tricks*
OK
* Require coordination with development!
Iceberg tips:
(responsive area larger than visual)
11
12. Touch target size tricks*
Adaptive targets:
(anticipates your next move)
Iceberg tips:
(responsive area larger than visual)
OK
* Require coordination with development!
12
13. Touch target size tricks
Forthcoming from Steven Hoober, 4ourth Mobile Design
13
14. Lets talk about hands
Those pesky 鍖ngers are always attached to something
that often blocks the view of much of the interface.
Avoid putting essential features or
information like a label below an interface
element that can be touched, as it may
become hidden by the users own hand.
(quote from Dan)
14
15. Lets talk about hands
Those pesky 鍖ngers are always attached to something
that often blocks the view of much of the interface.
Avoid putting essential features or
information like a label below an interface
element that can be touched, as it may
become hidden by the users own hand.
(quote from Dan)
16-20 mm
wide
14
16. Lets talk about hands
Those pesky 鍖ngers are always attached to something
that often blocks the view of much of the interface.
Avoid putting essential features or
information like a label below an interface
element that can be touched, as it may
become hidden by the users own hand.
(quote from Dan)
16-20 mm
wide
much bigger
14
17. Dont talk to the hand!
TitleBack Save
My Selection
Hey! This action is
undoable. Are you sure
you want to proceed?
OK Cancel
TitleBack Save
Hey! This action is
undoable. Are you sure
you want to proceed?
OK Cancel
My Selection
TitleBack Save
15
19. Easy vs. reach
Some of the best [touchscreen apps] have placed controls in ways that best match the ergonomics
of our hands while holding [the devices] Put the high-use controls in the Easy zones, and controls
that are less used (and certainly those you dont want accidentally pressed) in the Reach zones.
(Dan in a kickerstudio.com blog post)
17
20. Easy vs. reach
Some of the best [touchscreen apps] have placed controls in ways that best match the ergonomics
of our hands while holding [the devices] Put the high-use controls in the Easy zones, and controls
that are less used (and certainly those you dont want accidentally pressed) in the Reach zones.
(Dan in a kickerstudio.com blog post)
17
21. Easy vs. reach
Some of the best [touchscreen apps] have placed controls in ways that best match the ergonomics
of our hands while holding [the devices] Put the high-use controls in the Easy zones, and controls
that are less used (and certainly those you dont want accidentally pressed) in the Reach zones.
(Dan in a kickerstudio.com blog post)
17
33. Decentralized
Overview Overview Overview Overview Detail
Detail
Detail
Detail Detail
Detail
Detail
persistent menu:
Strive for a single entryway into any screen.
(quote from Dan)
27
36. Too many taps?
Counting taps is often a
pointless exercise. Taps arent as
odious as clicks.
But watch for excess taps
around high-frequency actions.
Dan the Man
29
41. Smartphone exercise!
Sketch a smartphone app that quickly updates a users
multiple Google calendars with out-of-of鍖ce status.
(15 minutes)
Requirements:
Set start and end dates
Set status as all-day or as speci鍖c hours
Option to decline meeting requests automatically
Choose which Google calendars to apply status to
Ack! Susie always forgets to put something in her Google
calendar to let her co-workers know shes out of the of鍖ce!
Not required for this exercise:
Naming events, custom replies
Tip:
Consider smart defaults
32
43. Ground rules
Use multitouch sparingly, i.e., only when a
tap or swipe wont do.
Use multitouch as you would use common
command key shortcuts in a desktop app.
Dont try to reinvent standard gestures.
Dont use an established gesture to do
something very different from the established
use.
34
44. Do we need it?
What is the task that must be performed?
Is there a standard gesture for this task
within the OS?
Is there a familiar gesture we could extend?
Is the proposed custom gesture easy for the
human hand to perform?
35
45. Complexity
The more important the task, the more
discoverable the interaction should be.
Attract and instruct.
Match the complexity of the gesture to the
complexity of the task.
Do make it dif鍖cult to perform certain
gestures (to protect the user).
36
46. Multitouch/gesture exercise!
Youre working on a tablet app for creating simple architectural drawings.
Identify touches and gestures for the following tasks:
(10 minutes)
Add a window or door on an existing wall
Remove a window or door on an existing wall
Remove a wall to combine two rooms into one
Switch between 2D (鍖oorplan) and 3D
(elevation) views
Rotate the 3D view
When in 3D view, make a wall invisible
(to see through) and then visible again
Not required for this exercise:
Adding rooms/walls, sizing anything
Tip:
Dont overlook the simplest options
37
49. Prototyping tools
Keynotopia with Keynote and PowerPoint
Export to clickable PDF
Watch the 19-minute video at the bottom of the page at keynotopia.com!
40
52. Prototyping tools
And many more...
iMockups for iPad
Flairbuilder
Axure with libraries
App Press
Invision App
App Cooker
PhoneGap
43
53. Credit where credit is due...
Dan Saffer
Director, Interaction Design
Smart Design
Follow @odannyboy on Twitter to learn about
his upcoming book, Microinteractions, to be
published next spring by OReilly.
44