Mar 17, 2008

Information/I n s t r u c t i o n a l Design

Definition
Information Design, or Instructional Design, is the discipline and ability of gathering and organising information efficiently enough for users to be able to understand it. Rather than simplicity and superficial design, Information Design focuses more on its ability to be understood.

"Information Design is a field and approach to designing clear, understandable communications by giving care to structure, context, and presentation of data and information."
Nathan Shedroff (Experience Design:Glossary)

Examples
A good example of Information Design include the graph shown on the website Gapminder. Here the graph is explaining the relationship between each country's life expectancy and income per person. Although it visually looks appealing, it is still designed clearly and effectively, where the information is easy to understand and explore.


Another example is the Kanji website, explaining the use of the Japanese writing system, particularly Kanji. Aesthetically it is not appealing, however, navigation is simple and straightforward. The information is also clear and easy to read.

Mar 5, 2008

iNtErAcTiVe Design

Definition
When a user interacts with a system or product, Interactive Design can be defined as the process of attaining the behaviour between the three. It is the response to a user, where the behaviour of a system or object is analysed. Successful Interactive Design efficiently conveys a system's interface and purpose. It balances a business' technical capacity and objective and considers real users such as their personal experiences, needs, wants and desires.

There are two Persona's in Interactive Design - Persona 1 and Persona 2.

Fictional Typical Users

Persona 1 -
Where they try to understand the User and how they interact with the product. Qualitative Research is employed to find patterns and common characteristics between users. For the scenario, interactions with the user and product is explored.

Persona 2 - (implementing on the product itself)
Once the personality type is agreed, the product is viewed objectively rather than subjectively. Some questions that can be asked to ensure the quality of the Interactive Design include:

1. If the interface were a person, what or who would s/he be like?
2. How would you describe the product to a friend in terms of personality?
3. How is it different to other products?

Typical Process in Interactive Design

1. Design Research - Qualitative Research is used to find out about the use and their environment in order to find the best possible design that would suit them. Persona's could be used here as well.
2. Research Analysis and Concept Generation - Concepts are generated for new products, software's, etc.
3. Alternative Design and Evaluation - The moment the problem is clear, designers generate solutions using prototypes to aid in articulating the concept.
4. Prototyping and Usability Concept - Methods are used to test the prototypes. Roles include: testing the role of the design, the look and feel and the implementation.
5. Implementation - The implementation of the design is constantly tested by Interactive Designers to ensure its effectiveness.
6. System Testing - The moment the system is developed, it goes through further testing for usability and errors.

Example

A good example is the Official Website for advertising company, Clemenger BBDO. Here, navigation is clear and simple. On the first page, it is divided into the four major companies in Australia. From there, an elevator animation welcomes you to an image of a receptionist with the list of the main topics across the top. Clicking on any of these will bring you to a whole new screen which is just as clear and easy to navigate across. It is obvious that the website is based a lot on the user experience (particularly those who have a history with advertising companies) as the whole site appears like the actual business building. The "cartoony" design helps to create a relaxed and fun atmosphere for those clients who maybe pulling their hairs out trying to find the perfect solution for their products.


Playskool's children's toys are another good example of Interactive Design. Being made for children, a vast amount of research would have needed to be made. Not only around babies and their common activities, but also concerns that parents would have. Below the image displays an MP3 play with very rounded edges for the safety of the baby. The covering is also sturdy and thick whenever the baby may drop it. Buttons are large for easy usability and the colours are bright and happy.

Feb 27, 2008

Web TwoPointOhhhhhhh!!

We're all aware of Generation "X", "Y" and there's the appearance of "Z" but whatever happened to Generation "W"? The Internet is an amazing piece of technology that allows us to be wherever and even whenever we desire in the comforts of our own home. From searching the historical ruins of Rome's Coliseum to traveling back in time to Shakespeare's Romeo and Juliet. Whether we like it or not Generation "W" or Generation "Web 2.0" is taking over.

Definition
Web 2.0 first came to life in 2004 during a conference between O'Reilly and MediaLive International. It covers the social media programs on the Internet, which are devices that aid in socially connecting people all over the world. In the British Guardian newspaper, Stephen Fry describes Web 2.0 as:

"…an idea in people's heads rather than a reality. It’s actually an idea that the reciprocity between the user and the provider is what's emphasised. In other words, genuine interactivity, if you like, simply because people can upload as well as download."


Below is a few examples of the differences between Web 1.0 and 2.0:

Web 1.0 --> Web 2.0
DoubleClick --> Google AdSense
Britannica Online --> Wikipedia
personal websites --> blogging
optimization page views --> cost per click
content management systems --> wikis
directories (taxonomy) --> tagging

(O'Reilly, What is Web 2.0)

Examples
Popular examples of Web 2.0 programs include MySpace, Facebook and Wikipedia. These sites allow full interaction and control for users anywhere around the world. On MySpace, users are able to create their own profiles, upload their own photos and even blog - much like FaceBook, minus the blogging ability. These two site are social connectors allowing people to 'meet' and view profiles of people they know and even do not know. Wikipedia is the new Encyclopedia allowing anyone to be involved in information giving and editing.