O slideshow foi denunciado.
Seu SlideShare está sendo baixado. ×

Lessons from Material Design on cross-channel digital experiences - DroidCon Torino, Italy 2015

Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio

Confira estes a seguir

1 de 44 Anúncio

Lessons from Material Design on cross-channel digital experiences - DroidCon Torino, Italy 2015

“Develop a single underlying system that allows for a unified experience across platforms and device sizes. Mobile precepts are fundamental, but touch, voice, mouse, and keyboard are all first-class input methods.”

Google’s Material Design gives clear, concise instructions on how to design digital experiences that follow their principles, patterns and goals. UbiquityLab’s UX and Android development experts will show how these lessons can be applied to the design of Android-based digital services that are cross-channel, that is, designed to work across various devices and contexts.

“Develop a single underlying system that allows for a unified experience across platforms and device sizes. Mobile precepts are fundamental, but touch, voice, mouse, and keyboard are all first-class input methods.”

Google’s Material Design gives clear, concise instructions on how to design digital experiences that follow their principles, patterns and goals. UbiquityLab’s UX and Android development experts will show how these lessons can be applied to the design of Android-based digital services that are cross-channel, that is, designed to work across various devices and contexts.

Anúncio
Anúncio

Mais Conteúdo rRelacionado

Quem viu também gostou (20)

Anúncio

Semelhante a Lessons from Material Design on cross-channel digital experiences - DroidCon Torino, Italy 2015 (20)

Mais recentes (20)

Anúncio

Lessons from Material Design on cross-channel digital experiences - DroidCon Torino, Italy 2015

  1. 1. DroidCon Torino 10 April 2015 Julie Blitzer LESSONS FROM MATERIAL DESIGN ON CROSS-CHANNEL DIGITAL EXPERIENCES
  2. 2. Introduction Designing cross-channel experiences
  3. 3. Designing cross-channel experiences 3 USER-CENTERED DESIGN “Consider your users…” User experience “Put yourself in the user’s shoes…” Human factors
  4. 4. Designing cross-channel experiences 4 USER-CENTERED DESIGN “Consider your users…” User experience “Put yourself in the user’s shoes…” Human factors “Good” digital experiences don’t just start and end with the user. Real projects are way more complicated!
  5. 5. Designing cross-channel experiences / A better way… 5 Stephen P. Anderson’s Fundamentals of Experience Design
  6. 6. Designing cross-channel experiences / People 6 LANGUAGE Character vs. alphabetic Bidirectionality: Left Right Left Right
  7. 7. Designing cross-channel experiences / People 7 PREFERENCES How has the user configured his or her device? Android is so customizable that your app could be different on every device!
  8. 8. Designing cross-channel experiences / People 8 ACCESSIBILITY A11y Accessibility means accommodating users with all sorts of limitations… • vision • hearing • dexterity of hands and motor skills • cognitive or learning
  9. 9. Designing cross-channel experiences / Context 9 “LEAN FORWARD” “LEAN BACK”vs. Google Drive Feedly
  10. 10. Designing cross-channel experiences / Platform 10
  11. 11. Designing cross-channel experiences 11 Stephen P. Anderson’s Fundamentals of Experience Design Activities can happen across many “channels”
  12. 12. Designing cross-channel experiences 12 Stephen P. Anderson’s Fundamentals of Experience Design Activities can happen across many “channels” SMARTPHONE WEBSITE / DESKTOP IN-STORE TOTEM
  13. 13. Designing cross-channel experiences 13 Google’s approach to cross-device: Material Design
  14. 14. Designing cross-channel experiences 14 Google’s approach to cross-device: Material Design But…
  15. 15. Designing cross-channel experiences 15 Google’s approach to cross-device: Material Design Cross-device ≠ Cross-channel But…
  16. 16. Introduction Design languages & pattern libraries
  17. 17. Design languages & pattern libraries / What? “Recurring solutions that solve common design problems.” —UI-Patterns.com 17
  18. 18. Design languages & pattern libraries / What? “Recurring solutions that solve common design problems.” —UI-Patterns.com “A design language or design vocabulary is an overarching scheme or style that guides the design of a complement of products… a unique but consistent look and feel define a design language…materials, color schemes, shapes, patterns, textures or layouts.” —Wikipedia on design language 18
  19. 19. Design languages & pattern libraries / Why? • Consistency
 for the user, designers and developers
 • Maintenance
 fewer components to update
 • Regulation
 gives new team members a starting point 19
  20. 20. Design languages & pattern libraries / Other Examples • Yahoo Design Pattern Library • Mailchimp • UI-Patterns.com • Patternry • Welie • BBC Gel 20
  21. 21. Design languages & pattern libraries / Make your own! • Your pattern library/manifesto/language/list of principles should be a living document. • Consider do’s and don’ts 21
  22. 22. Lesson #1 Define actions and priorities
  23. 23. 1. Define actions and priorities 23 Stephen P. Anderson’s Fundamentals of Experience Design What’s the purpose of this product or service? What will it do for the user?
  24. 24. 1. Define actions and priorities 24 Stephen P. Anderson’s Fundamentals of Experience Design What’s the purpose of this product or service? What will it do for the user? On each channel
  25. 25. 1. Define actions and priorities 25 Material Design’s Primary Action Button in various applications What is the primary task? What are the secondary tasks? Inbox S Converter SimpleNote
  26. 26. Lesson #2 Real world metaphors help the user make sense of the digital world
  27. 27. 2. Real world metaphors / as used in Material Design 27 Cards The Z-Axis and Three Dimensional Space
  28. 28. 2. Real world metaphors / Mental Models 28 Mental Model Read more: Mental Models by Indi Young Mental Models and UX Design by Jakob Nielsen A person’s intuition of how something works based on past experiences, knowledge or common sense. - abovethefolddesign.com
  29. 29. 2. Real world metaphors / Cards in Material Design 29 Weather Timeline Unclouded Field Trip
  30. 30. 2. Real world metaphors / Avoid skeumorphism 30 Skeumorphism designing digital elements to resemble their real-world counterparts Don’t do this! (iBooks from iOS 6)
  31. 31. 2. Real world metaphors / Cross-channel 31 Stephen P. Anderson’s Fundamentals of Experience Design Do users have the same mental models when channels and contexts change? SMARTPHONE WEBSITE / DESKTOP IN-STORE TOTEM
  32. 32. Lesson #3 Meaningful visual design
  33. 33. 3. Meaningful visual design / Relate to user actions 33 Visual styling should always relate to the user’s actions and content Don’t add decoration just because
  34. 34. 3. Meaningful visual design / Relate to user actions 34 Visual styling should always relate to the user’s actions and content Don’t add decoration just because
  35. 35. 3. Meaningful visual design / Icons 35 Be deliberate and thoughtful when using icons, both the shape and style. play, next or link?
  36. 36. 3. Meaningful visual design / Cross-channel 36 Stephen P. Anderson’s Fundamentals of Experience Design How should we adapt the visual design elements to each channel? SMARTPHONE WEBSITE / DESKTOP IN-STORE TOTEM
  37. 37. Lesson #4 Motion and animation are excellent for user feedback
  38. 38. 4. Motion for feedback / What is feedback? 38 A system should always give the user feedback, which is an acknowledgement that the input has been received. Sound is not enough, animation is better!
  39. 39. 4. Motion for feedback / Cross-channel 39 Stephen P. Anderson’s Fundamentals of Experience Design What kinds of feedback are best for each of these channels? SMARTPHONE WEBSITE / DESKTOP IN-STORE TOTEM
  40. 40. 4. Motion for feedback / Examples 40 Evernote’s Menu
  41. 41. Testo 4. Motion for feedback / More Examples • Numix Calculator • Source (News Reader) • Weather Timeline 41
  42. 42. Conclusion For your next Android project
  43. 43. Testo Conclusion / For your next project • Read up!
 The official Material Design documentaion
 • Make your own library
 Catalog your components and choices in a personalized manifesto for your app
 • Set priorities and activities up front
 Is your app cross-channel? Then it needs to support users in various contexts 43
  44. 44. THANKS! @zhuli jblitzer uxblitz.com julieblitzer.com jblitzer Julie Blitzer UX Designer

×