Design Methodology for Visualisation. Guidelines for Design for Appropriation. Appropriation occurs when a user takes a design and puts it to use in a way that wasn’t anticipated by the designer.
This can have real benefits for a product; it enables the product to become more useful and can increase the product’s appeal to different audiences and increase its market life too. However, how do you design for things that you can’t or don’t anticipate? It sounds like a confusing riddle doesn’t it? Alan Dix’s - 7 Guidelines for Design for Appropriation Alan Dix, the HCI expert and University Professor, offers 7 design guidelines that help get you thinking about appropriation in the design process: 1.
Many systems deny the user the ability to interpret how something may be used. There are good arguments for doing this but in turn; it also prevents the user from using that field for anything but a postcode. Allowing for interpretation assumes that you will leave at least some parts of the system open for the user to determine how they should be used. 2. 3. Designing User Interfaces for Your Mother — Be Yourself. Takeaways for keeping your interface friendly to the friendliest of people you know.
Your mother. It happens about once or twice a year. I travel over to my mother’s house for a visit and, about two or three hours in, she says something like “Hey, can you take a look at my computer? I just want to make sure everything is okay with it. You know I don’t know what I’m doing.” She wants to, though. And that’s what brings her and millions of people like her to the websites we create every day.
Balsamiq. Take a second.
Let it sink in. The first impression might be disorienting. There are very few interface elements on the screen. Start exploring however, and you'll find out that Mockups is filled with powerful yet only-visible-when-you-need-them features. Getting your ideas out should be effortless. Our sweet spot: the ideation phase Mockups really shines during the early stages of designing a new interface. Mockups is zenware, meaning that it will help you get "in the zone", and stay there. Mockups offers the same speed and rough feel as sketching with pencil, with the advantage of the digital medium: drag & drop to resize and rearrange elements, make changes without starting over, and your work is clear enough that you'll make sense of them later. See what you can build with Mockups Download the samples above, or find more on Mockups To Go, our community-contributed stencils site. Choisissez votre outil de maquettage ![ Usaddict: Ressources sur l’ergonomie des interfaces (le blog Usabilis)]
À l’approche des fêtes, nous avons décidé de remettre à jour notre liste d’outils de maquettage.
Parmi trente outils testés, nous en avons sélectionné une vingtaine, en les catégorisant pour vous aider à mieux choisir. N’hésitez pas à réagir à cette liste pour le plus grand bonheur de tous. Vous souhaitant une bonne lecture et d'excellentes fêtes ! Des outils très complets pour des interactions très poussées Axure Axure, est incontestablement indétrônable en termes de maquettage dynamique. Justinmind Justinmind est un concurrent sérieux de notre bon vieux Axure. Une solution plus simple mais efficace Balsamiq Mockup Balsamiq, malgré son manque de richesse en interaction, reste apprécié pour créer rapidement des maquettes. Les outils généralistes Certains outils ont des fonctionnalités qui ne sont pas nativement dédiées au maquettage.
Power mockup Power Mockup est une extension de powerpoint, qui permet d’importer une bibliothèque de patterns. Microsoft Visio OmniGraffle Pour les webdesigners. Conceptual Models in a Nutshell. This article explains what conceptual models are and describes the value of developing a conceptual model of a software application before designing its user interface.
Conceptual Model: a Model for Users’ Mental Model A conceptual model of an application is the model of the application that the designers want users to understand. By using the application, talking with other users, and reading the documentation, users build a model in their minds of how to use the application. Hopefully, the model that users build in their minds is close to the one the designers intended. This hope has a better chance of being realized if the designers have explicitly designed a clear conceptual model as a key part of their development process.
A conceptual model describes abstractly — in terms of tasks, not keystrokes, mouse-actions, or screen graphics — what users can do with the system and what concepts they need to be aware of. Personas: The Encyclopedia of Human-Computer Interaction, 2nd Ed. By Lene Nielsen The persona method has developed from being a method for IT system development to being used in many other contexts, including development of products, marketing, planning of communication, and service design.
Despite the fact that the method has existed since the late 1990s, there is still no clear definition of what the method encompasses. Common understanding is that the persona is a description of a fictitious person, but whether this description is based on assumptions or data is not clear, and opinions also differ on what the persona description should cover. A persona is not the same as an archetype or a person. The special aspect of a persona description is that you do not look at the entire person, but use the area of focus or domain you are working within as a lens to highlight the relevant attitudes and the specific context associated with the area of work.
Background Dorte likes to keep up with fashion.