Execute for Every Screen
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Executing for Every Screen
Embracing everyone’s limits to expose you project’s strengths
@shoobe01 #d2wc
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UX thinks:
Principle of Most Time: The most
elegant and simple solution to any design
problem will be the one that requires the most developer effort.
Developers think:
Every product we build is a product we build for ourselves to solve our own
problems…making decisions based on
real opinions trumps making decisions
based on imaginary opinions.
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No more hand waves
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Shared principles
• Modular• Iterative • Incremental• Patterns and best practices
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Modular
Re-usable components make work quicker and more efficient, more repeatable, easier to understand for regular teams and easier to improve or fix.
Implementation:
Good programming principles (whichever you embrace) encourage re-use, consistent naming and resource allocation, and using the simplest solution.
User Experience:
We don’t draw every page and state independently, but consider the design holistically, and draw many items to be used across the product.
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Iterative
Whether week two or release two, work is never thrown away, but improved on and expanded to become better and more capable.
Implementation:
Start simple, learn as you go from both solutions and needs of the customer/client, and build improvements on what you build before.
User Experience:
Review designs internally, with user research and by analytics when launched. Identify, learn and improve, on small and large timescales.
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Incremental
Resources – both people and time – are limited. Deliberately break up work in an ordered manner for management, and coordination.
Implementation:
Assigning developers one task helps focus, and allows the team and management to track progress, and further split (or combine) work as needed.
User Experience:
Conceive holistically, but design in easy-to-manage chunks. Split the work to who can best perform the work, and deliver in pieces if needed for speed.
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Patterns & Best Practices
All of our work builds on history, knowledge and evidence.
But watch out for best vs. common practices.
Implementation:
Apply existing knowledge and re-use known good solutions, but , extend and combine to meet the system needs and project goals.
User Experience:
Speeds work and constrains the problem space with libraries, patterns and stencils. Analyzes or researches to find the best solution.
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Coordinate to collaborate
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Planning for multiple platforms
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There’s no time• There’s plenty of time• Scale the engagement• It pays off in the end
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Design for every screen
• Gather information
• Design for users, tasks, and goals
• Make n assumptions about single technologies, interfaces or platforms
• Create a blueprint of the whole service… then branch out
• Design to target (end goal) experiences
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Constraints
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Development scales well
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But the core team…
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But the holistic team…
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Blueprint
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Branch design to each platform
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Serial
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Parallel
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Staggered
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Operationalize your process