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Paper Prototyping How to create efficient touchscreen interfaces ,[object Object],[object Object],[object Object],[object Object]
Table of Contents ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Table of Contents (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What Will Not Be Discussed ,[object Object],[object Object],[object Object],[object Object]
Needed Tools ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],Paper Prototyping
Types of Touchscreens ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exercise 1 ,[object Object]
Ergonomics of Gestures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Standard Touch Gestures ,[object Object],[object Object],[object Object],[object Object],[object Object]
Mind Your Users! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mind Your Users! (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Size Of The Hit Zones ,[object Object],[object Object],[object Object],[object Object],[object Object]
Desktop Legacy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Overview – Detail Model ,[object Object],[object Object],[object Object],[object Object],[object Object]
Strive for Efficiency ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Activity Zones ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exercise 2 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Gestures ,[object Object],[object Object],[object Object]
Working With Gestures ,[object Object],[object Object],[object Object],[object Object]
Common Problems ,[object Object],[object Object],[object Object],[object Object]
Exercise 3 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You! ,[object Object],[object Object],Many thanks to Dan Saffer, whose lectures were incredible help!

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Notas do Editor

  1. Направата на хартиени прототипи набира особена популярност напоследък със напредването на мобилните технологии, поради ограниченото пространство на мобилният екран и нуждата да се използва ползотворно всяко свободно място в интерфейса. Днес ще се спрем на изграждането на такъв хартиен прототип в поредица от упражнения.
  2. Резистивни – докосването на два проводими пласта създава touch събитие. Много по-прецизни, но не поддържат multitouch и изискват по-голям натиск. Капацитивни – докосването използва върхът на пръста за да провежда електричество и да създаде touch събитие. Поддържат multitouch, както и почти не изискват сила на натиск. За съжаление не особено прецизни и това трябва да се има предвид при създаването на интерфейси. Останалите видове не са използвани често и няма да се спираме подробно на тях.
  3. 20 минути. Термостатът управлява две температури и допълнително показва сегашната температура.
  4. Ергономика – наука за дизайн на оборудване и уреди, за да бъдат удобни за човешкото тяло, движения и познания. Gorilla arm жестове – хората не са приспособени да държат ръцете пред лицето си правейки малки жестове, не е проблем за кратка употреба, но не и в интерфейс, подобен на този във филма Специален Доклад ( Minority Report) .
  5. Ако няма начин, могат да се ползват iceberg targets – използвайки мястото около бутоните за разширяване на активната зона. 2 и 3 – Имайки предвид тези две неща и това че телефонът най-често се гледа под ъгъл, често активната зона е леко изместена надолу, за да подсигури по-голяма точност.
  6. Левичарите често са пренебрегвани в мобилните операционни системи. Fitt’s Law – времето необходимо за да стигнете до определен интерфейс елемент е правопропорционално на разстоянието до него и големината му. Пол Фитс, 1954 За целта информация, която е важна за определен интерфейс елемент, трябва да се поднася на място, което се очаква да е видимо, например отгоре или поне от ляво (левичарите биха възразили:) Съответно елементите да са поставени на място, възможно най-близо до потребителя. Хората с увреждания е добре да се имат предвид, но ако са целева аудитория трябва да се предвидят и промени в интерфейс дизайна – по-големи шрифтове, контрастни цветове. Достъпността може да се подобри чрез haptic feedback и говорен синтез.
  7. За 4 - Потребителите по-лесно могат да натискат интерфейс елементи които са близо до пръстите им. Поставяйте опасните интерфейс елементи извън тези зони на достъп. Ще говорим за тях по-късно.
  8. Default бутони се избягват в мобилните приложения, понеже често няма фокусирано състояние на бутоните. Освен когато има поддръжка на хардуерна клавиатура.
  9. Плосък – съставен от няколко последователни свързани изгледа (като wizard) Звезда – всички изгледи са свързани към главният. Децентрализиран – всеки изглед е свързан със всички останали (например чрез табове).
  10. Оставете по-маловажната информация за детайлите. Има и изключения - ако се налага твърде често - значи може да се оптимизира и част от информацията да се премести във външният изглед. Най-вече в детайлните изгледи. Така се избягва отклоняване на вниманието. По-добрата структура ще избегне объркването.
  11. По-важните интерфейс елементи трябва да са по-лесни за достигане без да е необходимо потребителят да се пресяга. Важните елементи трябва да са по-големи и да привличат внимание. Често използваните интерфейс елементи да са лесни за достигане – долу в ляво, по-рядко използваните – горе в дясно. „ Опасните“ елементи като изход, потвърждение или отказ да са най-трудно достъпни – горе в ляво. Намалете ненужните части от интерфейса – оставете място за съдържанието.
  12. Почти всеки днешен смартфон е с touchscreen и позволява multitouch. Това позволява използването на разнообразни жестове във вашето приложение. Но всъщност не всичко е толкова розово.
  13. 3 - например Nokia N9 Swipe 4 - използват се предимно от power users
  14. Лесно е да скриете функционалност. Подсигурете се като предоставите нормален начин за изпълнение на операцията, а използвате жестове като команди за напреднали потребители. Често повтаряеми жестове които извършват различни операции. От твърде различни жестове. Заложете на жестове от един вид.