Tuesday, September 24, 2013

Week 5 Outside of Class

Outside of class I read the article http://wrenlanier.com/mobile-design-with-gestures/. These are my notes:
  • Taps are great but boring - we should take advantage of gestures
  • Adding in some gestures makes your app more responsive, because it simply does more stuff
  • All of the critical functionality in your app should be accessible by taps - but gestures can provide shortcuts and accelerate actions for your expert users
  • The biggest challenge to making gestures work for your app is creating good affordances that let users know what they can do with your interface
  • The main thing is to try and avoid really heavy-handed coaching and instruction
    • Instead make your interface simple and appealing in a way that invites exploration
I also read https://medium.com/design-ux/a93647e5a44b. Here are my notes:
  • Using hollow/thin line icons in a user interface is, generally, not a great idea
  • Icons that are hollow cause the brain to trace the shapes twice as much as solid icons
I also read Call To Action, Controls, Design Patterns, Hub & Spoke, Infinite Canvas, and Multitouch Gestures in IIDC.

  • A call to action (sometimes called call to action buttons) is simply a visual prompt (call) by the designer to the user in hope of a response (action)
  • Controls are common components within screen-based interface design that allows the user to change, adjust or manipulate interface content
    • Can fit into different categories:
      • Action based controls - take direct action (buttons and links)
      • Selection-based Controls - allow the user to select one or more choices
      • Input-based Controls - allow the user to enter information into a bound or unbound field of entry
      • Display based Controls - help operate the displays within an interface design (scrollbars)
  • Design patterns in interactive design go beyond style and are more than just visual repetition
    • They are similar/reusable solutions that have a working function often seen in interface and software design
  • Used in distribution, computer network systems and directional structures, hub and spoke is an analogy of a wheel where each path is connected off a central area
    • To travel down a different path, they must return to the central hub first
  • Scott McCloud invented Infinite Canvas to push the concept that screen content truly never ends
    • This window presentation allows a variety of interaction scenarios, information organization and narrative structures 
  • Multi-touch gestures are various operations and movements between a user's hand, touch pad or multi-touch device
I also did 6 refined app sketches.

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