Wednesday, 13 July 2011

Good information design

According to MA interaction design at the Carnegie Mellon University in Pittsburgh (2011) “interaction designers define product behaviour, mediating relationships between people and people and people and products”. Therefore it is very important to think about your user and to try to understand your user. For this reason personas, which is a stereotypes of a special user group, are developed [see blog: Persona] and usability tests for iPhone and iPad concept were conducted [see blog: iPhone - quick usability test with a paper prototype, iPad - quick usability test with a paper prototype]. The most surprising result of the usability test for the iPad is that the users did not expect a drag and drop gesture to take an item for the wardrobe and dress the doll. An explanation could be that the users would only expect a drag and drop gestures, when the end position of the item is unclear. However in the concept for the iPad application the end position is clear: Tops and shirts are above the body and trousers and shirts are below the body.
Another issue for good information design is to think about orientation. Related to Strapelkamp (2007, p.151) when someone tries to orientate, the person will use knowledge from a similar environment. Therefore one way to create intuitive information design is to work with visual metaphors [see blog: Meaning of "intuitive"]. This fact also supported the designing guidelines from Apple (2010, p.6-42) “When possible, model your application’s objects and actions on objects and actions in the real world. This technique especially helps novice users quickly grasp how your application works … or … add a realistic, physical dimension to your application. Contacts depicts a realistic address book that behaves as people expect”. The developed applications are using on the one site very obvious metaphors such as the clothes rail or the wardrobe to give a user a clue how to scroll through the items of clothes and the costume doll metaphor. On the other site less obvious metaphors such as the car showroom metaphor from chapter 1.2 the App concepts and design differences. [See blog: How to deal with a fullness of information?, iPhone - To keep in mind, Video - final high fidelity prototypes]
Finally it is important to design an application as a part of the whole user experience. Because of this it is necessary to check the other applications on the device and the interaction design. For example: The iPhone and the iPad are using special interaction elements for example: alert, picker, action sheet, modal view [see blog: iPhone – Elements, iPhone - Interaction Design Pattern, iPad - Interaction Design Pattern]. However there are not only interaction elements but also special interaction gestures such as tap, drag or swipe, which have to be considered [see blog: Interaction with multi touchscreen and motion sensor]. In this project you could see an interaction design that has an authentic iPhone and iPad appearance, because it integrates the above-described elements. 
Apple, 2010. iPhone Human Interface Guidelines. Apple (online). Available at: http://developer.apple.com/library/ios/documentation/userexperience/conceptual/mobilehig/MobileHIG.pdf [Accessed 2 November 2010].
MA interaction design at the Carnegie Mellon University: Interaction Design. http://www.design.cmu.edu/show_program.php?s=2&t=3 [Accessed 3 July].
Stapelkamp, T., 2007. Screen- und Interfacedesign: Gestaltung und Usability für Hard- und Software. Berlin: Springer-Verlag. 

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