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* User Research - study how the users interact with what they see in the application
* User Research - study how the users interact with what they see in the application
* Copy-writing - choose wording suitable for your audience or users
* Copy-writing - choose wording suitable for your audience or users
* Information Architecture
* Information Architecture - providing the necessary information and suitable presentation for the user task
* Conventions - existing learned behavour from other applications
* Conventions - existing learned behavour from other applications
* Proximity
* Proximity - related functions are located near to each other
* Muscle Memory - the menu item or button is always in the same place, clicked without looking
* Muscle Memory - the menu item or button is always in the same place, clicked without looking



Revision as of 21:27, 2 August 2012

User-Interface

I think there are three, large-screen, small-screen and thumbnail.

Large Screen This is the Desktop/Laptop user, the screen has plenty of room to view the work and be surrounded by tool boxes. Major design work can be performed in this environment.
Small-screen This is the Netbook/Pad user, the whole screen is mainly given to the work, with a small menu/toolbar to a short side of the window. Minor amendments to the design can be performed in this environment.
Thumbnail This is the display on the machine. It requires a small colour image and the file-name to be displayed.

The preview-image allows file operations to be applied to the correct design, I hope some sort of service would allow a design to be copied to a (say) JEF folder to have the design converted on-the-fly.

Design of the User-Interface

Luke Wroblewski tells us [1] we need to consider:

  • Interaction Design - how on screen objects move in response to the cursor
  • Visual Design - information is presented in an engaging or understandable way
  • User Research - study how the users interact with what they see in the application
  • Copy-writing - choose wording suitable for your audience or users
  • Information Architecture - providing the necessary information and suitable presentation for the user task
  • Conventions - existing learned behavour from other applications
  • Proximity - related functions are located near to each other
  • Muscle Memory - the menu item or button is always in the same place, clicked without looking

References

  1. 1: Luke Wroblewski, An Event Apart: Properties of Intuitive Web Pages, 2012, http://www.lukew.com/ff/entry.asp?1498