IFD:Course Interaction Design: Difference between revisions

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'''No-Goals:''' Include material that is non-relevant for practical work.
'''No-Goals:''' Include material that is non-relevant for practical work.
 
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==Introduction==  
==Introduction==  
I suppose when you hear about "Interaction Design" you probably think about computer applications. He or she will probably decide how the functions of the software are represented to the user as icons or menu entries. You are not wrong with these assumptions: The most people who work as "Interaction Designer" deal with applications or websites and among other things they design what appears on the computer screen.
I suppose when you hear about "Interaction Design" you probably think about computer applications. He or she will probably decide how the functions of the software are represented to the user as icons or menu entries. You are not wrong with these assumptions: The most people who work as "Interaction Designer" deal with applications or websites and among other things they design what appears on the computer screen.
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Even more important, technology became more and more wide spread. Technology that was once just for experts became available to everybody. The sell the technology to more people it had to be easier to use.
Even more important, technology became more and more wide spread. Technology that was once just for experts became available to everybody. The sell the technology to more people it had to be easier to use.


---> A short history of interfaces: Lochkarten, Kommandozeile, Guis, moderne Paradigmen
A short history of interfaces: Lochkarten, Kommandozeile, Guis, moderne Paradigmen
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==Foundations==
==Foundations==
===Iterative Design Process===
===Iterative Design Process===

Revision as of 19:57, 2 October 2010

A Students Guide to Interaction Design

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Preface

goals: This guide is aimed at students who want to develop new products, services, software or websites. We cover the whole interaction design process in a brief and understandable way and enable students to understand the most important terms so that they can read the literature.

No-Goals: Include material that is non-relevant for practical work.

Foundations

Iterative Design Process

Usability Goals

Get to know what your users need

Formulate your goals

Early Design

Basics of Psychology

Know the Brain

Mental Models

Basic Principles& Best Practices

Standards and Consistency

Metaphors

Visibility

Modeless Design

Get to know if your ideas work!

Getting people top do the testing

Choosing a task

Writing a scenario

Crafting fun! Build a Paper-Prototype

...or do something in code!

Do the test

Formulate your findings

Start again!