Experience Prototype Questionnaire

  • Describe what your interface does in 2 sentences or less.
  • Who would use your interface?
  • What would they hope to gain?
  • What is the context/environment in which people will use your interface? Would it be used in public/private? Alone or in groups?
  • What sorts of physical items might a user have to interact with?
  • What questions do you need answered about your interface to see if it is necessary or effective?

Tips on Presenting IxD from Hirumi Nanayakkara

 

  1. Empathy
    Your audience needs to emotionally connect to what you are pitching for you to sell it well. In order to that, you need to tell a really good story. What is the problem that your product is solving? Every great website/digital product tells a compelling story by interweaving thoughtful UI with meaningful interactions and gestures.
  2. Identify the target demographic
    Interview users, create personas, and go through user flows. I find that many people like to skip over this part, but its so so important
  3. Analysis
    Competitive and comparative. You should know what is already out there and why your product is better than it, and also things that inspire you
  4. Prioritize features
    List out everything you and your users want your product to do and then prioritize. Designing for mobile first makes this easy, and also helps in cutting out bells + whistles that dont actually make your product better
  5. Wireframe + Prototype
    Simple paper prototyping or interactive PDFs can help you figure out what you need to build before wasting a lot of time coding/designing

Mobile App Questionnaire

1. Who is your primary audience? Do you have a secondary one?
2. What are the top three objectives for your app?
3. What are all of the features that related apps have? Are there any that you have thought of on your own? List as many as you can.
4. What is the bare minimum in functionality that your web app should be able to do?
5. What features are unnecessary or don’t lead directly to the objectives you listed above?
6. What is your “Call to Action” (The first thing a user should do)?

UX Design Survey

Strategy

  1. What do you want to get out of your project?
  2. What do your users want to get out of your project?
  3. Who are your users?
  4. How would you measure the success of your project?

Structure

  1. How can you divide your content into categories?
  2. What sort of meta information can unite some or all of the content?
  3. Does your structure facilitate exploration?
  4. Would your structure support only 5 people? 100 people? 1 million?

Scope

  1. What sort of functionality would your project need to be succesful?
  2. What functionality would be nice to have?
  3. What is the primary content of your site?
  4. What is the supplemental content?

Bad UI Design Practices

Things to avoid at all costs when designing an interface/website

  • sound
  • lack of hierarchy
  • lack of consistency
  • too many options
  • no page flow
  • no favicon (websites only)
  • hiding info
  • lack of organization
  • breaking expectations
  • poorly implemented ads
  • interrupting user flow
  • ignoring users input
  • not sticking with conventions
  • bad/small target areas
  • moving targets
  • reliance on color for meaning/usage
  • “sketchiness”
  • super small text
  • bad copy
  • bad use of white space
  • bad graphic design
  • broken links
  • bad search functionality
  • slow load times
  • Flash

 

 

 

 

Welcome!

Welcome to ART 341: Interactive Media I. Here begins your journey of self-discovery that will take you to places you never imagined you could go (figuratively, of course). This post exists in no way to orient you to the course or set expectations in any way. It is just a way for me to keep the front page from seeming blank and to introduce you to your new class mascot.

Your new class mascot:

He-Man with a tight shirt