Monday, December 5, 2016

Studio brief 02 - Design for screen - The Design Process

Experience 

Lowering the reader experience. Text that's printed is good. Its nice to look at, feel and read. Reading is for the experience.

Improving the efficiency of the reading experience. Reading a newspaper can often be stressful and time consuming, the web experience being a lot more efficient. 

Critical analysis

This isn't a negative, but being analytical in a sense of giving both positive and negative points.

Research and Insight 

Constructing research for a web project includes:

Page impressions - a request to load a single page of an Internet site 
Unique users - The number of individual users to a site over a defined period, often a month 

User flows - A diagram showing a users journey used to show most likely user experience.

Persona's - fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product
Use cases 

One-on-one - person to person interactions with specific questions asked by the interviewer, this helps in gaining a better perspective 

Focus groups - a form of qualitative research in which a group of people are asked their thoughts on a product, service or concept.

Questionnaires - research instrument consisting of a series of questions and other prompts for the purpose of gathering information from respondents. 

Market Segmentation - groups of people or organizations sharing one or more characteristic that causes them to have similar product needs. E.g location, age, endear, or socioeconomic status. 

Having access to these different types of tools and data, the process of informative design can be started. Gaining a small insight to an audience will always be a helpful tool. In the end the more collected data the better the result will be.
                                                         

Site map 

Purpose of getting from one page to the other. How easy is the navigation for the user?


Wire frame 

Simple sketch of the key information. Hierarchy of information. What information is needed. Create structure to the interface.
                                                         

Who?

What will be the age range?
Will your interface appeal more to men or women?
Is your interface specific to a country? 
Are the target audience based in urban or rural areas? 
What is the average income of the target audience?
What are their occupation? How often do they use interfaces? 
What devices do they use? 

Companies 

What is the size of the company? 
What is the position or people within the company?
Will users be using the site for themselves or for someone else? 
How large is the budget they control? 

Invent fictional visitors

What is the size of the company? 
What is the position of people within the company?
Will users be using the site for themselves or for someone else?

Invent some fictional visitors from your typical target audience. They can and should influence your design decisions.

Why

Why are/would users visit your interface. What is the specific reason the target audience would engage with your interface?

Motivation

Are the users looking for general information or something specific?

Essential or luxury to spend time on the interface.

Goals

Do they want general information/research or are they after something specific/ like a fact or product?

Familiarity with the product, do they know it or they need to be introduced to it?

Time sensitive information? regular updates?

Do consumers need specific information about a product or service to help deciding whether or not to buy/engage with.

What 

What information do users need and in what order to achieve their goals quickly and efficiently. 

Key information

How familiar are users with the subject 

What are the most important features of hat you are offering 

What is special about what you have to offer, how does this stand out against competitors? 

How will people engage with this interface?

Generating ideas

Have an idea

>write it down>then move onto the next one>don't look any further into them (this will come later

This frees you up for being experimental, allows you to step outside the box, to be subjective. 
  • Mark making and sketchbooks
  • mood boards 
  • mind maps 
  • Idea sessions

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