Thursday, June 18, 2015

Portfolio Spring 2015

Congrats to all these grads, it was inspiring and interesting to see their work.

Tuesday, June 2, 2015

Application Design Statement

Adrian is the UX designer in this project
Tiffany is the UI designer in this project.

Tasks:

Unit 8 Reading Response

Idea And Design

The beginning stages of the app building is the most crucial stage. It's where you plan out an idea, something that isn't real yet. Properly articulating its purpose and directive in the beginning is what makes it relatable and tangible at the finishing stages. You need to plan out the scenarios to which your app will be most useful and identify the people that are going to be using it. Understanding the market for what you're building is another important step because it gives you information about what people are willing to pay for the apps of that category. Then properly identifying crucial weak points to capitalize on in order to achieve an advantage over the competition. By the time you have a full layout of what your big idea is, the subject, the target market, its purpose, and the mood, you will have a polished materialized idea with strong design sense and reliability.

Marketing And Launch

The success of your app is determined by the relationships you build. It's availability in the market does not give it instant acceptance by the target user. Usually you need to set a reputation for yourself by putting out quality work that people are going to enjoy. This will help with the launch of future releases. Write blogs to talk about the process you go through to deliver a sound experience. Get feedback from professionals in the field by posting progress work on online design communities. Create social media profiles for your product to collect emails from people that may be interested in your product. Constantly updating your profile with status updates to ensure people about the product and provide more information.


Sunday, May 17, 2015

Smartphone project brainstorm





Unit 6 Reading Response

MOBILE: IT'S NOT JUST A CITY IN ALABAMA ANYMORE

Smartphones and all their glory were designed to compliment the modern people of the world. Easily, an influence on todays zeitgeist of inconnectuivity on a global scale. Smartphones provide an opportunity for most things to be tangible at any location with just one device, essentially the world in the palm of your hands. Of course the information pulled from these devices by the users, doesn't always arrive fashionably and even then the content they arrive to may not be inclined to display what they need intuitively, and  delightfully. The users that"only"occasionally visit your site at home at specific times of the day, also expect to have access to your site at any given time no matter where they are. This demand for a support structure to a new world of organization, forces designers to think smaller and more thoughtfully about how they organize the information on the page.

WHAT'S THE DIFFERENCE?

 Designers at the beginning had a misconception on what users were doing on a mobile device. They always imagined their users on the go. The sites were intended as such. When infact, users could be anywhere in a variety of environments closed or open. The layout design when users arrive to page should should be universally understood in terms of its call to action, or navigation.

The difference between your site on a desktop and a mobile shouldn't be too different. The main difference is how much space you have to place content on the page. The designer needs to be more considerate about how the users are going to use their site and providing as much answers as possible concerning the subject matter. Yes, there is  going to be considerably less info on any single mobile page. However there are "trade offs" a designer delegates in order to appeal to more users than the ones who already hate it because it doesn't appeal to them.

No matter the constraint, there are a few techniques or paradigms to ensure a smoother transition from desktop to mobile. Don't make the user scroll down once he's clicked the link to what they're looking for. It should be readily available to be seen immediately, not just a couple of thumb swipes down the screen.

Communicate well what the user can interact with. Sometimes simply outlining what you want people to click isn't enough to have a diverse selection. Exploring different ways to indicate a call to action essentially.'

99% INVISIBLE

Designing names for a product is very difficult. Exploring with brainstorms are one of the best tools you have to come to a sound conclusion that relates in all  languages, and can be pronounced without negative association. The names you generate at first won't have much impact, you can come up with up to 500 names before you can really get something tangible and relatable. The name of the product does not have to represent the product. Throw enough money at any product and it won't matter what you name it, people will run with it. The name doesn't even have to be an actual word in the dictionary. It's always convenient to for the name of your product to have meaning. However there are things that you definitely don't want to name. It just comes down to the story of the product and finding the vocabulary articulating the subject matter at hand.

Sunday, May 10, 2015

Unit 5 Reading Response

Chapter 8: The Farmer And The Cowman Should Be Friends

Anytime you are working or coordinating with others, one must understand the basis of the creative fusion, keeping the topic always in sight. Creativity will draw our attention away from our goal. Which is why written process proves king in terms of teamwork. Respecting anothers idea is simply a matter of understanding wether it will contribute or remove from the goal. Similarities in creativity should respectively and equally considered and equally ridiculed with a standard form of questions that intuitively guide the decision making process. The creative process includes having something to test. Understanding the data that results from it provides more answers to guide future decisions for the team, and camaraderie amongst the team when they can all at least reference something that identifies them all collectively as designers.

Chapter 9: Usability Testing on 10 Cents a Day

If the design process is done incorrectly, there is a potential failure looming ahead. This would result in lost time and expenses, working vigorously to meet a deadline that does not reflect the progress of the work. Utilizing certain techniques and guidelines from the beginning or throughout the creative process, invests economic clarity and definition. This reduces the amount of time needed to refine the creative direction and mission statement. 

Testing your site is very important because you want to know how people are interacting with your design. Proving much more valuable, receiving results that can save considerable savings in expenses over minor errors. 

Tests, just like the project goal, need to be clear. You need to identify specifically what you're looking for in order to get the data you want. You need to know what the test subjects are looking for, and how they use the navigational elements on the page. The conclusion of these tests should not be seen as an absolute statement as there will be future test sessions that will likely point out other data, unforeseen by previous data. So the designers must simply identify the defining issue users are having with their sites. 

Tuesday, May 5, 2015

Unit 4 Reading Response

Delegating the structure of Information on a web page can prove difficult when the design laws are not followed. One of the many reasons for this obstacle is selfishness on the designers part. Simply assuming that the user is going to understand the hierarchy of information played before him. Keeping the user in mind during the beginning stages of the layout, brings good deeds to the future of the project and it's success.

From the start the user needs to be informed of where they are on the site, what the site does, so that you may begin building credibility and trust with users that have never used your site before and probably will return.

Organizing the amount of space that you have to equally engage the user is also important. Stakeholders for space on your page may demand a certain amount of Hierarchal dominance, and undermine the function of the page in seek of only their benefit. As a designer you need to learn how to work around that so that you can increase the functionality of your site and it's communication with its users. Merchant sites are usually filled with campaign ads as such.

Sunday, April 26, 2015

Unit 3 Reading Response

Chapter 6. Street signs and Breadcrumbs: Designing navigation

This chapter touches upon how people get to their destination, and the logic behind it. When people are looking for something specific, their success depends upon their ability to find what they want and how much patience they have before they give up.  

A the beginning of the chapter the author explains how the shopping experience between
 e-commerce and physical stores is not so different. In terms of heir achy and organization of information, the customer is guided to his/her desired product every step of the way.

The customer from the beginning is empowered to either seek the desired product on their own/or using assistance. The latter needs to provide the customer with answers immediately in the event he/she is in a rush or isn't interested in navigating they're way through the tabs and links.

 At any point of the customers or users shopping experience, it is important that they know, where they are, and where they're going, at all times. And if they don't, they need to have the option to always navigate back to the beginning with the home button. Customers rely on the home button to being consistently placed at the same spot. The physicality of this approach allows users to interact with your site in a more familiar approach.

Provided navigation is one of the most essential aspects of web design, however there are other paradigms to see through in terms of what is also happening on the page. Besides knowing where we are and where we're going, we also know what information is contained within the page, how to properly use the site they're on, and diminishing doubt of the design of the site not working properly or provide answers.

Consistency in your layout is essential to users being able to know where they are. The author uses the reference of street signs in L.A being easily identifiable because of it's consistency throughout the city. Leaving less confusion to a driver trying to figure where he/ she is or where they're going. The driver can rely on the design of the layout to help navigate home. This same means of design is just as essential on the internet, when people are clicking around, looking for whatever it is they need.

On this amazon page there is a bunch of information, but it's all consistent. The search bar at all times remains at the top of the page. Giving me an incredible sense of metaphorical teleportation to go anywhere I please. I just need to type it in. Typing in simply the word "ps4" the site knew what I meant was an entertainment gaming system, and provides me with a list of available products. At this point I know that at the very least I must be in the electronics, entertainment,gaming, section of the site. It is clear because of the side tabs on the left are all related to these very same synonymous topics.
On the official NFL Patriots site i navigated to the 2015 season schedule where I can find all the games they're going to play this season. At this point I can see where I am o the site and if I wanted to find some tickets to purchase, its layed out at the same hierarchal position.


This portfio website explains the topic best in terms what I'm trying to explain. At any given point I know where I am on the site and at any given point I can find my way home. Because its all one screen it makes everything so much easier to use and easier to find what your looking for. The easiest path to the information your looking for isn't always the same for all sites


Friday, April 17, 2015

Unit 2 Reading Response

Chapter 3: Billboard Design 101

Designing For Scanning, Not Reading


This chapter talks about designers not needing to worry about innovating new, and improving upon current design systems. Instead adopting the systems for your own benefit to have a better web design. In order to replace something that already works with a better solution, you must understand the value of that thing you are replacing. As they would tell me back in my bootcamp days,"You can't play in the Super Bowl Game, if you don't know the plays. This to me really hits home because this means, only until you really understand the way something works and what its purpose is in design, can you effectively whey in on it's flaws, and improve upon them.

The rest of the chapter touches upon information architecture, and organizing your layout to be read and understood more fluently and seamlessly. Via consistency and clarity which are the same thing, one can achieve putting together a site that can communicate effectively.

Chapter 4: Animal, Vegetable, or Mineral

Why users like mindless choice

At the beginning of this chapter, the author touches upon directing the users of your website methodically no matter how long it takes the user to get there. The amount of clicks are not to be seen as an inconvenience, but as a delightful tool that only increases the users curiosity even more with each click. If users are unable to find the information they're looking, the clicks can become giant bells of annoyance. Only through repetitive site searching by the user, where the user knows it takes long periods of time to get to. Then the value of clicks is more highly regarded in terms of efficiency in navigation.

I enjoyed playing the animal vegetable or mineral game. It helped me understand that even tough a machine can be programmed to anticipate what your searching for. It doesn't mean that you'll find the experience somewhere else. And this is brought by providing users with better options to choose from a pool of questions. Making it difficult for users to answer questions can be a boon in the usability of your site.

If the topic in nature is complicated, then you must simplify the experience as much as possible for the user. Staying along the guidelines of being BRIEF, TIMELY, AND UNAVOIDABLE DESIGN, ensures or greatly increases the success rate of your users.

CHAPTER 5: OMIT NEEDLESS WORDS

The Art Of Not Writing For The Web

Placing too many word son your website can greatly reduce the users time on it. People want to find the information they're looking for quickly. In the books terms of logic, placing so many words on your site suggests that the user needs to read absolutely all of it, in order to understand how to navigate or understand what exactly is going on. However simply removing half of all the words, in terms of architecture, give your words more prominence and effective and communicating.

Further more removing another half of the words that remain, further enforce the clarity of what you're communicating to the user. Making everything self explanatory should be kept in mind when building your site.

http://nimbletank.com

http://lamoulade.com/#!/services

http://niketo.com



Tuesday, April 14, 2015

Unit 1 Reading Response

Summary and Reaction:Don't Make Me ThinkBY: Steve Krug

Beginning at the introduction, the author wants to let you know that the subject matter at hand can be a complicated process if you let it. People usually pay a lot of money to make it simple. However; what if you could keep your money and move forward with your process with the least amount of hardship. The author wants to empower the reader with more logic and common sense to solve the design process. In turn the reader is showered with confidence to tackle any design problem. The author is very clear about his approach and that there is no one solution to any design problem.

Chapter 1:

Even though there is no single approach to a design problem, you still must adopt a particular rule that guides your search to a solution, and that is "Krug's First Law Of Usability: Don't Make Me Think". Embracing this helps the reader understand that keeping the user happy means not making him/her think too hard about what they're seeing and navigating through in a website. Losing site of this can lead to poor results in terms of the effectiveness of your website. Everything on the website should either be self-evident or self-explanatory, depending on the approach of the design. 

Chapter 2:

When a user visits your website, they don't read, they scan. They're usually on a mission. They don't need to read everything, and they're good at it. Understanding the way users use the web, is an important factor in your web design's effectiveness. Satisficing and muddling through is most common amongst users because they either just don't have the time to sit and read or because there is no penalty for clicking on the wrong link. Usually the user doesn't have a full understanding of the sites function, but as long as the user can find what they're looking for, it doesn't matter.

Why Moodboards Matter:

Moodboards matter because they lay the foundation for the concept the designer is trying to convey. This is the most efficient means to minimize time wasted on an undesirable result. Moodboards clarify the creative direction between the designer and the client. Thus keeping the client happy, the designer can move forward with full confidence.

Portfolio Inspiration:

http://djnr.net/

http://ericafirment.com/

http://jedmund.com/

http://radium.ro/

http://www.andyhugelier.com/