I have added a new element into this interface to engage the audience in a simple game- guess the answer to the question before the water level goes down. The quicker the audience does this the more life they keep.
Friday, 29 April 2011
User Interface Design (revisited)
I have added a new element into this interface to engage the audience in a simple game- guess the answer to the question before the water level goes down. The quicker the audience does this the more life they keep.
Art App Development of ideas
Thursday, 28 April 2011
Story Boarding for Art Museum App
App Map
Wednesday, 27 April 2011
Example pic
Tuesday, 26 April 2011
UI IOS Navigation
- explore all of the level of the flow diagram and get to where you want to be easily
- switch between main functionality systems without loosing your place within the app
- edit and adjust info without loosing your place
- display a list of info or choices
This is an example of flattened navigation hierarchy. It is usually used in information rich apps. It works by having a single type of main view with multiple option within each of them.
The 2 app navigational systems below aren't standard navigation systems but they focus around one interaction point. The first app uses a ticker wheel that is designed by weightbot. It has a mechanical spinning wheel for selecting items.
This navigation is used mainly for musicians but is a different version of the tab controller as it is placed in the middle of the screen instead.
User Interface Design Tips
- User need to know how to work the UI that you designed for them so keep the UI consistant throughout the design.
- Use a interface flow diagram.
- Design the navigation left to right, top-bottom as in western cultures this is the format that we read in. It will seems more natural.
- Colour should be used appropriately. If you use it as a highlighter make sure that you use something else to highlight it as well as people might be colour blind. Also use it sparingly so as to not overwhelm people.
- Use the contrast blue e.g blue on white is easy to read, red on blue isn't
- Align the fields. Left justify so make all the fields line up in a straight line. MAke the other fields right aligned so that it is organised. Make it is visually appealing and efficient.
The structure principle. Your design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with your overall user interface architecture.
The simplicity principle. Your design should make simple, common tasks simple to do, communicating clearly and simply in the user’s own language, and providing good shortcuts that are meaningfully related to longer procedures.
The visibility principle. Your design should keep all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don’t overwhelm users with too many alternatives or confuse them with unneeded information.
The feedback principle. Your design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.
The tolerance principle. Your design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions reasonable.
The reuse principle. Your design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
Monday, 25 April 2011
IOS UI Revisted
- Creating artwork
- earning points
- Socialising through earning points (international/local scoreboards)
- gaining art knowledge
- throwing paint game
- exploring different art games
- They are artists
- want to learn about art in a fun, game experience
- Love to experiment with art
- gain knowledge of art
- want to experience art in a new way
- IOS users are accustomed to the look and feel of IOS so the buttons have got to feel like they belong to that device.
- Controls should look tappable
- App structure should be easy and clear to navigate. IOS provides the navigation bar for drilling down through hierarchical content and tab bar for displaying different peer groups of content/functionality.
User Interface Design
What do art galleries need from apps?
Saturday, 23 April 2011
The Game Theory Behind Apps
Thursday, 21 April 2011
The Usher Art Gallery
Wednesday, 13 April 2011
Validation Process
Next error= Z index
This is one of the problems caused by the tags in the ditto call, connected with the Hpfeatured and HpfeaturedTPL