Cross Platform UX Design

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Cross Platform UX Design

SE104

The “Cross Platform UX Design” training is a comprehensive course for characterizing user experience across all platforms – mobile, PC and everything in between. Participants will learn techniques, practices and tools, for creating effective user experience.

Audience

Target Audience:
The course is for product managers, graphic designers, developers, systems administrators, marketing professional, and anyone who wants to sharpen their skills in User Experience Design.

Prerequisites:
Basic knowledge in human engineering and user interface design.

1. Introduction to User Experience

In this lesson we will present the field of cognitive engineering that deals with planning and evaluating human-computer systems:

  • The systems approach to human factors engineering
  • Day-to-day examples
  • The user center design (UCD) process
  • The UX design process according to the UCD methodology
2. Task Analysis

The basis of every successful design process is use of the user centered design methodology. In this lesson we will learn how to conduct the analysis, according to:

  • User analysis
  • Analysis of the tasks and actions users perform in the system, and the information necessary to perform these tasks
  • Analysis of the user’s environment

At the end – we will learn how to extract the interface requirements from the conducted analysis

3. Task Analysis Workshop

Practical workshops throughout the course in which we will complete system-design exercise.

Workshop – Part 1:

  • In this part of the workshop, we will practice the first and most important part of task analysis in order to obtain user interface requirements
  • This also includes presenting the workshop products and receiving class and teacher feedback. The products of this workshop will serve as the basis for the rest of the workshops in the course.
4. Display Design

In this lesson we will learn about display design in the user interface:

  • Considerations of content of the displayed entities
  • Physical and graphic considerations in display design:
    –Criterion for examining displays
    –Contrasts
    –Fonts
    –Use of color based on the characteristics to human vision
    –Use of icons
  • Principles in organizing the screen:
    –Based on Gestalt theory that explains how we extract meaningful patterns from what we see
    –Supporting the work process
    –Reducing visual load
5. Data Visualization

Data visualization is the presentation of abstract data in a concrete way in order to make it more easily understandable, and to enable extracting insights from the data and drawing conclusions. In this lesson we will learn:

  • Visualization versus infographics
  • Design considerations in visualization:
    –Considerations of data processing
    –Selecting the display based on the data type: static versus dynamic
    –Selecting the display type: quantitative versus qualitative
  • Use of charts, graphs, and special displays (connections, time, and more)
  • Big Data Visualization
6. Desktop Design Patterns

Most systems have “types” of screens and screen components that tend to repeat themselves, and therefore it’s useful to identify similar screens and to apply similar design principles. In this lesson, we will learn about:

  • What are design patterns
  • Fitts law and its consequences on designing common controls
  • Pattern examples: feedback, search, item display, tabs, ribbons, dashboards, wizards, master-detail, help, blank slate
  • Sources of additional patterns
7. Prototyping and Depictive Animations

Building prototypes is the most important stage in the product development process in general, and in user interface specifically. In this lesson we will learn:

  • How prototype building is integrated into the work process of interface design
  • Prototype tool requirements
  • Reviewing existent tools and techniques: PowerPoint, Axure, Indigo Studio, InVision, Balsamiq, and more
  • Animations in user interfaces
8. Desktop Design Workshop – Building an Interface Concept

Workshop – Part 2

  • In this part participants will apply the material learned so far in planning a UX concept for an application based on the task analysis, using principles, patterns, and tools learned in the course.
  • A project topic can be selected from amongst a number of suggested topics
9. Navigation and Operation

Principles and considerations in planning navigation and controls used for inputting information and system control:

  • Operation principles
  • Mental Models
  • Addressing users with various levels of expertise
  • Navigation: models and controls
10. Designing Web Applications

Web applications are the most common type of applications for desktop that you have likely encountered as developers andorusers. In this lesson we will learn:

  • The history of the technological development of web applications  Considerations in UX, graphic design, and development of web applications
  • Differences between Web applications and “classic” desktop applications
  • Common operations in web applications
  • Technical issues that affect the user experience
11. Form Design: Desktop

In general, users do not like to fill out forms. In this lesson we will learn how to design forms as easy and fast to fill out as possible:

  • Organization of fields on the screen
  • Alignment and titles
  • Assisting the user within the interface
  • Feedback, error handling, and validation
  • Popular form types: sign-up, log-in, and complex forms
12. Usability Testing

How do we know if the interface that we designed meets the needs of the users? That completing tasks is indeed as easy as we (the designers) intended? That using the application is pleasant and even enjoyable? That is why we do usability testing. In this lesson we will learn:

  • Why is it important to do usability testing
  • Various methods used in assessing interfaces
  • The process of planning and running usability test
  • At which stage in the project it is best to conduct the testing
13. Designing for Fun and Emotional Design

How to introduce elements of fun and enjoyment into the interface (and to prevent a feeling of frustration and anger) and to take under consideration the softer elements of a user experience: feelings, sensations, and personality?

In this lesson we will learn a little bit about the psychology at the basis of our emotional reactions, and how we can use these elements in order to cause our users to love our interface.

14. UX of the Future

Acquaintance with new and innovative interfaces to open your mind amd stimulate your creativity:

  • Wearable interfaces such as glasses and watches
  • Gestural interfaces
  • Voice interfaces
  • Virtual and augmented reality interface
15. Graphics for UX
  • Graphics as parts of a rich user experience
  • Work methods of how of UX professionals, graphic designers, and developers should work together
  • Emphases en route to a graphical concept that best suits the product
  • Examples of animations and data visualizations
  • Trends in graphic design – including Material Design: the new interface language of Android
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