Good Design is Honest: Cognitive Science to UX Design Principles

Post on 11-Aug-2014

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This is a simple introduction to the cognitive science of perception leading into an exploration of user experience design principles as well as fundamentals of visual design. Will Evans is the Managing Director of TLCLabs, the enterprise innovation lab, as well as Director of Brand Marketing at The Library Corporation. Will is also the Design Thinker-in-Residence at NYU Stern’s Berkley Center for Innovation where he lectures and consults on Lean Systems, Lean UX, and Design thinking. Before joining TLC, Will led experience design and research for TheLadders in New York City. He has over 15 years of industry experience in systems, organizational, interaction, and product design. His roles include directing UX for social network analytics & terrorism modeling at AIR Worldwide, UX Architect for social media site Gather.com, and UX Architect for travel search engine Kayak.com. He worked at Lotus/IBM where he was the senior information architect, and for Curl – a DARPA-funded MIT project when he was at the MIT Laboratory for Computer Science. He Co-Founded and Co-Chaired the LeanUX NYC conference. Will’s research and design has been featured in numerous publications including Business Week, The Economist, Fast Company, Time Magazine, MSNBC, and the Wall Street Journal. He studied philosophy and mathematics in college and cognitive science and human computer interaction in graduate school. He lives in New York, NY, drinks far too much coffee, wears only black, and is excited about ethnography, semiotics, and phenomenology. Will tweets at @semanticwill

Transcript of Good Design is Honest: Cognitive Science to UX Design Principles

WILL EVANS

@SEMANTICWILL

WILL@TLCLABS.CO

LEAST EFFORT

HUMAN FINATUDE

PEOPLE MAKE MISTAKES

MEMORY IS COMPLICATED

PEOPLE ARE SOCIAL

ATTENTION

PEOPLE CRAVE DOPAMINE

UNCONSCIOUS PROCESSING

MENTAL MODELS

VISUAL SYSTEMS

PRINCIPLES

GUIDING PRINCIPLES

YOU ARE NOT THE USER

EMPATHY FIRST

Customer Hypothesis

UNDERSTAND THE REAL PROBLEM

MAKE THINGS SIMPLE

DO NO HARM

PRINCIPLES OF USER EXPERIENCE DESIGN

ARTICULATE CONTEXT

USE CONSTRAINTS APPROPRIATELY

FIRST IMPRESSIONS

BE CREDIBLE

SIMPLICITY

VISUAL HIERARCHY

INFORMATION SCENT

AVOID JARGON

WAYFINDING

LEAST EFFORT

ROBUST MULLIGAN!

CLOSE THE LOOP

RESONATE

USE EMOTION

PRINCIPLES OF VISUAL DESIGN

CONTRAST

EMPHASIS

PROXIMITY

REPETITION

WHITE SPACE

WHITE SPACE

HARMONY

UNITY

EXERCISE An introduction to Heuristic Evaluations!

“There is a cognitive limit to the amount of complexity that can be handled internally; sketching provides a temporary, external store for tentative ideas, and supports the ‘dialogue’ that the designer has between problem and solution.”

Nigel Cross

TECHNICALLY THIS IS CALLED A CHARRETTE*.

CREATE PITCH

CRITIQUE

BARE MINIMUM

SOLVE A PROBLEM

Generate lots of design concepts (options*) Present concept as stories

Check stories for coherence Integrate (steal) & Iterate

Critique using Ritual Dissent Converge around testable solution hypotheses

*See Chris Matts Real Options Theory

DESIGN STUDIO

   

Thank you!

WILL EVANS @semanticwill