aau ux club presentation - april 23, 2015

22

Upload: cassy-rowe

Post on 24-Jul-2015

87 views

Category:

Design


3 download

TRANSCRIPT

Page 1: AAU UX club presentation - April 23, 2015
Page 2: AAU UX club presentation - April 23, 2015

Who are you?

Page 3: AAU UX club presentation - April 23, 2015

Who am I?TodayHow I got here.

Page 4: AAU UX club presentation - April 23, 2015

#1 Where you start is not where you have to end.

#1b Figure out where you want

to start.

Page 5: AAU UX club presentation - April 23, 2015

#2 Learn Psychology.

Page 6: AAU UX club presentation - April 23, 2015

#3 Get good at facilitating

meetings.

Page 7: AAU UX club presentation - April 23, 2015

#4 Establish a process.

Page 8: AAU UX club presentation - April 23, 2015

#5 Get comfortable saying

“I don’t know.”#5b

Followed up with “But I can figure it out.”

Page 9: AAU UX club presentation - April 23, 2015
Page 10: AAU UX club presentation - April 23, 2015

#1 Where you start is not where you have to end. #1b Figure out where you want to start. #2 Learn Psychology. #3 Get good at facilitating meetings. #4 Establish a process. #5 Get comfortable saying,“I don’t know.” #5b Followed up with,“But I can figure it out.”

Page 11: AAU UX club presentation - April 23, 2015

#6 Interface users are not your

own user.

Page 12: AAU UX club presentation - April 23, 2015

#7 Take time to explore other

experiences.

Page 13: AAU UX club presentation - April 23, 2015

#8 Know your space, lingo and

keep up on research.

Page 14: AAU UX club presentation - April 23, 2015

#9 Getting hired - create a

portfolio that tells a story.

Page 15: AAU UX club presentation - April 23, 2015

#10 You are not designing for yourself. In fact, you’re not designing at all.

You’re creating an experience.

Page 16: AAU UX club presentation - April 23, 2015

BONUS! • Walk around to get creative inspiration. • Surround yourself with a few plants. • Work on paper more. • Watch funny videos or read cartoons

when stuck. • Talk it through with someone else. • Find a mentor.

Page 17: AAU UX club presentation - April 23, 2015

Names for Inspiration

Dieter Rams

Saul Bass

Golden Krishna

Matthew Carter

Martí Guixé

Phyllis Pearsall

Fraser Davidson

Candy Chang

Hartmut Esslinger

Page 18: AAU UX club presentation - April 23, 2015

Where do you want to start?

1. What type of designer do you want to be? If you don't know, what's your plan for figuring it out?

2. How are you going to differentiate yourself from everyone else?

3. What's your ideal job? If you don't know, what type of jobs do you want to try out in order to figure it out?

4. What type of environment do you want to work in? What do you want to avoid?

5. What's your design process?

Page 19: AAU UX club presentation - April 23, 2015

What developers want in a designer.

• Provide detailed information. We can guess the colors and location of things you want, but most likely our guess will be just a little bit off which means we have to go through several rounds of refinement. That takes up time we could have saved.

• Give us specs in something we can easily consume, in places we can easily find. PDFs are great. I don't have the software to open a .graffle or .psd. And make sure those files stay around because we probably will need them later.

• When you update your requirements also update and republish the specs. If you say something should be changed in a github issue or in person make sure the specs are updated to reflect that.

• Know the platform. There's a big difference in time and effort between the UI/UX aspects that apple (and android) readily support, and those things we have to build ourselves. Know the difference between these and make sure that if you want any UI/UX element that we have to build ourselves is worth the extended amount of time/effort.

• Provide a list of defaults. For example the colors you gave us for the project - those are great, instead of re-writing the color RGB we can just reference the list you gave us. We're lazy.

Page 20: AAU UX club presentation - April 23, 2015

What developers want in a designer.

• Listen to our feedback. We live and breathe ios/android/web. We pick up on good and bad patterns we see from all the projects we work on and use. If we think something the designers designed doesn't fit, seriously reconsider and/or provide a solid argument as to why it's better the way you're proposing.

• Be relatively sure a design is final before giving it to us, and if not, let us know it's a draft. It takes us a ton of time to get everything pixel perfect. If it's changed flippantly it's rather frustrating (this is understandable when changing from release A to release B but multiple iterations within one release cycle gets tedious). It is ok to test out draft on the phone, but let us know if it's a draft so we don't worry about getting it pixel perfect.

• Figure out what your developer wants. Some developers like designs who are open to discussion and feedback in both directions but there are other developers who are like "give me a design to make and stop all the talking.”

• Some one that is approachable, open to feedback, and able to help you work out details if for some reason something is really difficult to do.

Page 21: AAU UX club presentation - April 23, 2015

Helpful Resources

• Luke W - mobile, forms

• Jon Ive - iOS

• Don Norman / Jared Spool / Jakob Nielsen - user experience

• Steve Portigal / Indi Young

• Leah Buley

Good Videos

• 6 principles of design

• Luke W talks about forms and Conversion

Typography blog post