Die Bilder oben sind keine Designstudie, sondern the real thing. Dieses kleine Schmuckstück wurde the litl getauft und kann ab sofort für $699 im Netz bestellt werden.
Hier ein paar Worte zu den zugrunde liegenden Designprinzipien des litl…
The computer exists to do things you care about, not for its own sake. Today, we liberate your photos, view web sites as channels, and provide a great web experience. Over time, we’ll only add capabilities that home users care about. Everything else, we’ll keep small.
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Our next goal was to improve the user interface. We used a simple rule: Any computer task that had the word “management” next to it had to be eliminated. File management. Gone. Windows management. Gone. You get the idea. All this management came from the earliest days of computing. The definition of an operating system is an interface that let humans interact with hardware. Yeech. I don’t want to interact with my hard drive; I want to interact with my friends. So we focused our user interface on interactions with your content (stuff like photos, mail, web sites) not your computer hardware.
…und hier noch ein Video, in dem die Features des litl sehr genau erklärt werden…
Arbitrary decisions are the death of good design, especially when they are made by someone outside the product team. With rare exceptions, the pet feature(s) of the CEO, VP of Marketing, or Director of Technology will often do more to clutter and confuse a design than improve it. [...]
When someone makes an arbitrary decision, try to figure out (or simply ask) them what problem they are trying to solve and why they think that solution is the right one. Often this will allow you to get to the root of the issue, and perhaps even reframe it so that a solution can be found that makes sense, can be objectively justified (perhaps through design research), and that meets the design principles.
James Kelway stellt in seinem Blog folgendes UX Prozessmodell vor:
UX Basis is way of combining the numerous tools available to us and forming a unified process that sits within a digital agency and it’s other important departments – creative, tech and client services. The beauty about the model is it is fully adaptive to any clients needs, can fit with tech’s agile process and incorporates creative and development at key stages in the creation process.
Der Kollege David Travis hat in seinem Blog das folgende UX Design Modell vorgestellt. Es enthält nicht viel wahnsinnig Neues – es ist aber eine ganz nette Darstellung:
It is based on the user centred design model in the International Standard, ISO 13407 (soon to become ISO 9241-210: Human Centred Design Process for Interactive Systems).
This approach to user centred design does not require any particular development methodology: you can apply it to projects that use Agile development techniques as well as projects that use Prince2.
Despite being a simple diagram, it covers all of the activities carried out by user experience professionals.
In seinem Eintrag erläutert er die vier Phasen seines Modells und bietet die Grafik als .pdf an.
Provide insight into emergent internet trends that point to the growing importance of mobile in the evolution of the web.
Identify the portable user experience and web skills you’ve already got that make you especially well suited for creating great mobile internet experiences.
Identify key similarities and differences in designing for PC/mobile internet experiences.
Provide frameworks and design principles for creating compelling mobile internet experiences.
Inspire you to hop on the mobile internet wave.
Das klingt schon ganz spannend. Bleibt nur der Preis.
Für alle, die gerade keine Dollars im Haus haben, hat Adaptive Path die Folien freundlicherweise ins Netz gestellt:
Diese Präsentation ist schlichtweg großartig, liebe Zielgruppe. Sie bringt das Thema auf den Punkt, ihre Aussagen sind klar und eindeutig und sie ist zusätzlich noch nett gemacht.
Sie behandelt das Thema Einfachheit und kritisiert (zu Recht) das Buch von Meada Rules of Simplicity als zu unspezifisch.
Der Kollege Colborne beschreibt vier Strategien, mit denen man die Komplexität von Produkten reduzieren kann:
Den Aufschlag macht Nick Finck. Er stellte in einer Präsentation in 2008 sieben Gebote vor. Pro Gebot gab er ein paar Beispiele und verwies auf weiterführende Literatur – quasi die sieben Bücher Nick Fincks: