Developing a Rich Interactive Application Experience by Brian Henderson

by Rick Glos 13. January 2012 11:44

Notes from a class taken a few years back

Developing a Rich Interactive Application Experience

9 – 10:15

  • Brian Henderson
  • UX Design – not something added later
  • Music notes – blank space just as important
  • Figuring out right way to look at problem not solution
  • Context
    • user
    • user goals
      • words they use
      • methods they use
  • Users –> Collect Stories
    • immerse yourself into their domain / screenshots / demos
    • talk to the right user – end user versus their manager
    • sometimes users don’t know what they want
    • don’t just listen – they often tell you the solution and not the problem
  • Hide complexity
    • discovery becomes part of the reward of learning the application
  • Persona’s – define
  • Think in terms of scenario’s – not features
  • Guidance, Game, Simplicity
    • too many choices, context for UI
    • reward to learning, filling out profile, etc. – a game
    • incentives – badge or reward (e.g. Stackoverflow, Digg)
  • 6 Principles
    • Make it Direct (make it obvious)
    • Keep it lightweight
    • Stay on the page
    • Provide invitations (leaders – lead them along task)
    • Use transitions
    • React immediately

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