Four Cornerstones of User-centered Design

Finally had enough time to go through some photos I did back in January, when I got my “Four cornerstones of user-dentered design” cards I prepared for my Graphic Design in Context module. The finished work comprises of set of cards with main user-centered design guidelines – visibility, feedback, affordances and constraints.

You can download the “Four Cornerstones of User-centered Design” essay here, watch the presentation I did for the module and read how it all started.

Enjoy! Any comments will be very appreciated!

Four Cornerstones of User-centered Design cards 1

Four Cornerstones of User-centered Design cards 2

0 Comments →

Personal Branding 2

29 January 2010 education and school

Previously I wrote an article about my branding – have a look how the early stages did look like.

Enjoy couple of visuals for my business cards and screenshots of my portfolio artwork.

Business Cards Visuals

Portfolio Screenshot 1

Portfolio Screenshot 2

0 Comments →

Social Networks and Sharing Survey

26 January 2010 education and school

If you’ll have any spare time, please take my survey here. I’d be very grateful!

Cheers:)

0 Comments →

D&Ad Student Awards 2010

20 January 2010 education and school

D&Ad 2010 Student Awards

Yesterday I handed in the Graphic Design in Context essay Four Cornerstones of User-centered design and now is the time to start working on the Personal Project 5. I chosen a D&Ad 2010 Student Awards BBC iPlayer microsite brief, so cross your fingers for me :)

Even better, you can fill in following survey for me – that would be especially useful Click here to take my Online Survey

Thank you.

0 Comments →

Great presentations on UX / Interaction Design

The Role of Metaphor in Interaction Design is great presentation on Metaphors (I mentioned using Metaphors in my UX Design in context of Graphic Design), explaining how and when to use and not overuse them.

UX London Redux – Dan Saffer – again great presentation about Dan Saffer’s UX London presentation. Interesting thoughts on behaviour-driven design, about how the designer should approach the product – not from the functionality side nor the visual side – but from how the users will use it.

0 Comments →

UX design in context of Graphic Design presentation

Finally uploaded my User Experience Design in context of Graphic Design presentation on Slideshare. Any comments will be very welcome!

UPDATE: now featured on the SlideShare homepage.

0 Comments →

Visibility, Feedback, Affordances, Constraints

UPDATE: please download the whole essay here: Four Cornerstones of User-Centered Design by Jiri Jerabek [PDF, 82kB]

Recently I spent many hours continuing my Graphic Design in Context module research and writing an essay about the conclusions of my presentation.

The module quite changed how I perceive the design as an industry and allowed me to dive into the depths of the interaction between the user and the product – whatever it may be.

What I learnt:

  • good design is driven by the behaviour and needs of the user, not by features and functions the manufacturer wants to put into the products
  • designer should not only give priority to the user’s needs, but to take on account the strategic goals of the manufacturer
  • design process is the key
  • research, wireframes, prototypes, user-testing
  • study of the user’s psychology is very important
  • Visibility, Feedback, Affordances, Constraints – important rules of user-centered design
  • for the user, the interface is the product
  • Metaphors and Direct Manipulation can help the user to create the conceptual model with ease (= to understand, how to use the product and what actions are available0
  • visual communication can make or break it

Useful Resources:

Recommended Reading:

0 Comments →

Getting into UX / Interaction Design

Last couple of months I spent significant portion of my spare time reading books about User Experience and Interaction Design, learning about the user-centered design principles – affordances, visibility, feedback and constraints. About the UX design process, research, prototyping and testing.

I learnt lots of useful stuff, but still wasn’t sure, what knowledge and skills should I possess to become good interaction designer. Finally I got couple of very useful answers on London IA forum.

Here is the list of some great articles concerning getting into the UX / Interaction Design industry I read.

Getting Started in User Experience Design is nicely describing, what should we do in order to became good UX designer. You’ll find some good advice on what books to read, about the importance of getting in touch with the industry experts on conferences, networks and Twitter and finally why getting a mentor is a great idea.

In Starting a Career in User Experience Design, Nick Finck describes, how important role education plays – again giving advice on books and getting mentor and explains why good CV and portfolio can be crucial.

Nine Essential Characteristics of Good UX Designers is rather practical article, listing and explaining what skills and knowledge should good UX designer possess – from human psychology and research methods to technology awareness, good communication skills, creativity and passion.

Complete Beginner’s Guide to Interaction Design is very informative article and nice introduction to the world of Interaction Design. Article explains, what is Interaction Design, why is user research important for determining interface constraints, what is the holy grail of UI and what role plays usability, affordances and learnability.

In his article Q&A: getting into user experience, Cennydd Bowles brings answer on some interesting questions from HCI Masters students at UCL.

So you wanna be a user experience designer — Step 1: Resources is fantastic list of resources and further reading – I guess it will take long time to go through all of them, but I think I’ll not regret it :)

UPDATED: just found great thread on UXExchange.com What 5 things must I do to become a well-rounded, progressive UX Designer in my career?

1 Comment →

An Ethical Manifesto

Writing and ethical manifesto is part of the Personal Development Planning module I am completing this semester.

For me the issues of ethics were always interesting, so I was collecting bits and pieces for a long time, creating my opinion. But the chance to sit and write it all down helped me to realize what I will and won’t do and how I will treat my customers and their clients.

I believe having integrity and value moral and ethical principles is one of the most important qualities of a good designer. It is far more important than knowing how to use Photoshop, than the principles of user-centered design or how to treat type.

In relation to society

Our civilisation is deeply rooted in strong moral and ethical principles determined millennia ago. For centuries those principles shaped the way we lived, behaved, treated each other and ruled our kingdoms.

Unfortunately, human beings are not as perfect as their thoughts and laws may be. A lot of them get around the laws, abuse others for their selfish profit and take advantage of their neighbours, thus bringing lots of pain and struggle into our world.

The ultimate goal for me is to make an effort to reduce that pain and struggle in the world to a minimum, or at least not to make it worse.

I will be careful not to harm anyone, try to solve ethical and moral issues of our period, and foremost, treat others in the way I would like them to treat myself.

Being a designer gives me a fantastic opportunity how to influence the world around us through work which I do. With advertising, branding and interface design, I can shape the way people treat products, companies and ultimately, each other.

Good software interface design can make our lives easier, charity website which is easy and fun to use can help to raise money, effective visual communication can raise awareness about dangerous diseases and finally, according Donald Norman in The Design of Everyday Things, good design can save lives.

In relation to our customers

On the website of the Czech branch of the leading Young & Rubicam advertising agency, on the “About us” page, there is an image of a human spine and a following quote: “This is a spine. You can’t create good advertising campaign without it. It often forces you to say an honest “no” to your client, instead of an easy “yes”. It means providing good service instead of servility. It can result in truly exceptional advertisement.”

This does not apply only to advertising.

The customers pay designers to bring them the best possible design solution, to meet their business goals and to satisfy their target audience. I am hired for my knowledge and skills, not for pushing the pixels on screen.

I am prepared to tell customers an honest opinion when they are wrong, to advise when they ask for a design solution which will harm their business and to say “No” to something which will never work. Although customers pay our bills, it does matter what we think – even if we are told the contrary.

In his “Confessions of An Advertising Man”, David Ogilvy describes how a campaign full of compromises, dictated solely by a client, can result not only in loosing an account but ultimately in loosing a reputation.

But the clients’ requests contradicting their goals and needs of their target audience are not the only cases I need to consider.

I will refuse to work for a customer who abuses or tries to abuse others, who represents a political party suppressing the principles of a democratic society, freedom of speech or religion or who discriminates any ethnical group, race or gender.

I will always protect my customers’ interests, be confidental and loyal and never share their business secrets. I will never lie to my customer and will refuse to lie to the public.

In relation to our planet

Our planet’s resources are not unlimited and everyone is responsible for preserving nature for the future generations.

My goal is to make as little footprint in my life as possible – to limit the CO2 exhausts, not to waste water or energy and to use renewable sources of energy if possible.

0 Comments →

List of the UX design resources I follow

14 December 2009 User Experience resources

UPDATE: I’m going to update this list on regular basis with the best resources I’ll find, so stay tuned!

Today I bring you the list of the best UX design related resources on web – blogs, magazines, presentations, e-mail discussions and groups – I discovered so far. I’d be delighted if you’ll share any of your favourite ones.

Blogs & Magazines

Presentations

Articles

Networks & Groups

0 Comments →

Interesting London IA videos

London IA is a social network for London User Experience Designers, IAs & IxDs. I discovered (and joined) the network about a month ago and despite I wasn’t very active member yet, I hope a getting in touch with the UX designers, Information Architects and Interactions Designers will help me to answer some important questions.

In the meantime I discovered a bunch of really interesting UX related videos on Vimeo. Enjoy:)

London IA Mini IV: Jason Mesut “Requirements countdown” from Martin Belam on Vimeo.

London IA Mini IV: Max Gadney “The glass-bottomed boat” from Martin Belam on Vimeo.

London IA Mini IV: Max Gadney “Information isn’t beautiful” from Martin Belam on Vimeo.

0 Comments →

User Experience Design in context of Graphic Design

This is the content of my “Graphic Design in Context of User Experience Design” presentation I had at uni this semester. Any comments will be very appreciated.

Let’s explain the term “user experience” first

“User Experience” means how users feel when using a product, if they like or dislike using it and determines if they will use it again.

What is the aim of UX design?

Donald Norman, author of The Design of Everyday Things, says:

“It doesn’t matter if you used a device hundred times successfully – you will remember the unsuccessful attempt.”

The main goal of UX design is to create product, which users will be able to use successfully with a pleasure – and will keep using it.

How does it relate to Graphic Design?

Let’s start with the User Interface – this is one of the most crutial parts of the product – determines, if the users will understand what the product is for, how to operate it and how to accomplish their tasks when using it.

User Interface is the actual meeting plane of the product’s features with the users‘ needs.

“A picture is worth a thousand words. An interface is worth a thousand pictures.”

says Ben Shneiderman, a professor for Computer Science at the Human-Computer Interaction Laboratory at the University of Maryland.

When users see an interface, they create a “conceptual model” in their mind – they are trying to figure out how the product works, how they shall to operate and accomplish desired task.

For example, what shall they do to write an e-mail on a computer, play a game on a mobile phone or buy a new coffee machine on the ecommerce website.

So the role of User Interface designers is very important. They not only influence the visual part – how the product look – but how users use it and interact with it.

What does make a design successful?

I really like this quote from Steve Jobs:

“People think it’s this veneer — that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.”

Today, good design is (strangely) often synonym for aesthetics. But it isn’t that simple – good design is mainly about good user experience.

Let’s have a look what iPhone Human Interface Guidelines says:

“Appearance has a strong impact on functionality: An application that appears cluttered or illogical is hard to understand and use.”

Good design isn’t about pixel-pushing, about making logos bigger, changing colours and accidental decisions. Doing design is not painting – design is a result of strategy planning, research and user testing, deep knowledge, experience… of course I can’t forget inspiration, creative process and careful visual communication.

So is UX design just about the user?

It may seem so, but the answer is no. We do not design only to satisfy users’ needs, but to meet strategic plans, needs and goals of our company, our company’s customer, product manufacturer or whoever we work for.

OK, let’s summarize it – what is UX Design about after all?

UX design is not just about aesthetics – it’s about understanding users´ behaviour and needs, though aesthetics is important part of user experience.

UX designers concentrates on creating a product which people will enjoy using, won’t struggle and will use again.

Now let’s have a look at 4 examples, explaining basic principles of user-centered design:

Visibility

Visibility is about what it says – making things visible. It’s about delivering important information in comprehensive, visible and understandable form.

It’s about letting users know what options they have at the moment, where they are in the hierarchy of the navigation and where they can go.

It’s simply about letting the users know the important and relevant information, relating to the task they are performing.

Feedback

Feedback helps users to find out, if their action had desired effect, if the device is working or if something went wrong.

Feedback can provide a number of found items on search, a progress bar showing how long it will take to finish the task or the roll-over state on the button or an e-mail confirming your order.

Affordance

Affordance is a term from psychology of materials and describes, how human brain assigns different attributes to different objects.

For example – wood affords burning, glass affords looking through or breaking, a door-handle affords pulling, button affords pressing, a roller affords rolling.

What it actually means for us? Well the same, what objects afford in real world, they afford in the virtual world on our screens.

Affordances are often used in metaphorical way – to become so called Matephors; and help users to understand how to cope with the device, software or website. A folder is for storing documents, a form is to be filled in, a button to be pressed etc.

Constraints

Constraints forces us to operate the device in a way leading to successful completion of the task.

Constraints can help us to avoid an error, to perform an action when we want and not accidentaly, or to force us to provide correct information.

Constraints may také a form of a forcing action, allowing us to proceed with the task only if we correctly completed the previous step.

Historical and contemporary aspects

Let’s have a look at historical and contemporary confrontation of telephone interface design from UX point of view now.

The history of a telephone dates back to the invention of a Morse telegraph in the first half of the 19th century.

Though the device itself had pretty simple interface, it wasn’t very user friendly. The operator had to translate the message into the Morse code and then operate a bar to send the message to the receiver.

The receiver than on the other end of the line had to intercept the message and translate it back from the Morse code.

So only skilled operators with knowledge of the Morse code were able to successfully send and receive a message.

In 1876, Alexander Graham Bell was awarded a by US Patent and Trademark Office for invention of a telephone – and that was a real breakthrough.

The actual interface of the early telephones was quite complicated – an operator had to use a crank on the side of the telephone to ring the phone on the other end of the line.

The users were forced to hold an earpiece and microphone in both hands, because they were separated.

The evolution of the telephone brought several improvements to the interface:

  • a dial
  • a “switchhook”, on which an earpiece was hung if not in use – previous phones required the user to operate a separate switch
  • and a seamless handset connecting the earpiece and microphone into one

Finally, in the 2nd half of 20th century, with rapid evolution of technology allowing manufacturers to introduce new functions, and with the hot competition, forcing the manufacturers to reduce research, design and development costs, the classic telephone as we knew it changed.

The new phones had couple of things in common – lots of different functions, rows of similar looking buttons and a user manual you had to read and remember, if you want to use all these functions.

Users were forced to create complex conceptual models – which buttons in what order to press to perform a desired action.

Let’s have a look at an example

Doro Congress 205 Business Telephone with LCD Black

This telephone features these functions:

  • headset connection with line button
  • computer/fax connector and mute button
  • 20 direct non-volatile memories
  • On-hook dialling with LED indicator
  • Speakerphone
  • One-touch memory dialling (on/off)
  • Message waiting and visual ringing indicator
  • Hold, headset and microphone muting have LED indicator
  • Time break recall/earth recall
  • Adjustable receiver, ringer and speaker volume and ringer pitch
  • PBX message waiting

The Amazon.co.uk user “TreeHouseCoach (Oxford)” says in his review:

“The phone has some features (such as ringtones) where the manual doesn’t tell you how to set them. I had to contact their helpline, only to find out that the settings are hidden behind a screwed-on panel.

There are speed dial buttons, but you can see from the picture of the phone that there isn’t a place beside the buttons to write names (they are 5mm apart). This phone seems to me to have poor usability overall. I wouldn’t buy it again. In fact, I’m shopping for a replacement, and I’ve only had this about 2 months.”

What do I think is wrong with this phone’s design from the User Experience point of view?

First, conceptual models

For example, when I use the telephone on my desk at work, and need to transfer the call to one of my colleagues in another office, I need to perform a sequence:

*1 to put the calling person on hold, than press 103# to dial a colleague and finaly *3 to transfer the calling person over.
Would you remember that? I don’t.

Basically, users need to remember which buttons to use in what order. This is a conceptual model.

Users are forced to create such conceptual models for every action they want to perform, for every function they want to use, mainly due to the design of the phone, which is nowhere close to being self-explanatory.

Another problem is lack of constraints

User has no guidance what buttons in what order to press, apart from the user guide.

Errors are common and there is no way how to precede them. And of course, there is no option for “UNDO” either.

And finally, lack of visibility

All buttons are often similar looking, same size. Display is often unused or shows information not relating to desired action.

As you can clearly see, there are several major flaws in the phone’s design.

Now let’s have a look on Apple’s iPhone

iPhone is a sort of phenomenon today. Though it’s just one of the broad range of touch-screen phones with dedicated OS on mobile phone market, couple of years ago iPhone was major breakthrough in the industry.

There are many reasons which makes the iPhone special, but I believe the main one is careful User Experience Design.

What are the iPhone’s features, which I think are crucial?

“Good design is also an act of communication between the designer and the user, except that all the communication has to come about by the appearance of the device itself. The device must explain itself.”

Donald Norman

Metaphors

iPhone’s interface is built around “Metaphors” – a software representation of the object or action in real world.

I mentioned them, when I was speaking about constraints.

For example – a “Folder” on our desktop is a software metaphor for a real folder we use to store documents in.

When a Metaphor is used as a part of the interface, users can easily understand its function.

Metaphors are self-explanatory – a sort of Holy Grail of User Interface.

Users are not forced to create a complicated conceptual model but immediatelly see, what the particular function is for or use their intuition to perform actions in the same way they would perform them in a real world.

Direct Manipulation

“A great user interface follows human interface design principles that are based on the way people—users—think and work, not on the capabilities of the device.”

iPhone OS Reference Library

Users operating a phone with many different buttons are forced to create complicated conceptual models.

They need to understand and remember what particular buttons do, how to get the cursor to the desired location, how to navigate through menu etc.

In contrast, due to its touch-screen and gestures, iPhone users perform actions just with their fingers, without need for creating additional conceptual models.

People feel they control something tangible, not abstract.

Conclusion

I hope you enjoyed the presentation. Now I am going to summarize what I learnt and what I consider the most important rules we, designers, should follow.

Questions we should ask before starting a design project:

  • how do we (or the company we work for) want to benefit from the project? What’s the plan and strategy behind? Is it just stand-alone project or part of ongoing ad campaign?
  • how our users want and will benefit from the product?
  • who actually are the users?
  • what are their needs and problems? What do they like and what makes them to struggle?

The most important thing I learnt is that designers should learn – even more – about:

  • how people think, behave and interact (to learn more about psychology, human – computer interaction)
  • about UX design and Interactive Design methods and process

I believe it’s important to keep in mind major design principles:

  • visibility
  • affordance
  • feedback
  • constraints

And of course, prototype and test the design, observe users and when the product is launched, to measure it’s success.

0 Comments →

The Future of Graphic Design

The Future of Graphic Design is part of the Personal Development Plan module we did at school just yesterday. The goal of the course (apart from other stuff) is to prepare us for long-lasting career and prepare us to face the changes in the design industry. In the “The Future of Graphic Design” exercise we had to pick one of the topics on future of graphic design, make a research, do some conclusions and make a presentation – in groups with at least 2 members.

The topics we were able to choose from were:

  • Globalization
  • Inclusive Design
  • and finally Interactive Apps

And the questions we had to find answers for (well apart from bringing our own ideas to the table) were:

  • What will the effects be?
  • What will be the challenges?
  • What will be the new business & career opportunities?
  • How can designers plan to adapt to these challenges?

Because I was involved doing campaign having inclusive design in mind when doing the Design for Diversity, and because I’m preparing the Graphic Design in context of User Experience (and interactive) design presentation, the natural choice for me was Interactive Applications.

Predictions of future?

I think everybody heard about those fantastic predictions from 50s and 60s, how the world in 2000 will look like. The American and Russian scientists were solving out the problem how to build atomic airplane, The American Railroads planned to have atomic trains (almost everything had to be atomic I guess – even the wrist watch:). We were supposed to spend our holidays on Mars. Fortunately, nothing of it happened. Yet.

Want more? Enjoy this ubercool Retro-futurism gallery!

Touch the future

But there are technologies and applications of the future, which we can (almost) enjoy today and from research of these technologies and from the design of these technologies, we can guesstimate what the bright future is going to bring.

One of the revolutionary factors in future applications will be more natural approach how to operate them. Apple with the iPhone’s touch screen showed other mobile phone manufacturers the way how to go – how to operate our devices in seamless, natural and hassle-free way (although the touch-screen itself is nowhere to be a brand new technology).

Soon we’ll see all such devices equipped with touch screens. Why? Because of that natural way, how to operate the device / application. Mouses, keyboards, trackpoints, styluses or even trackpads we use to deal with are only unnatural conduits, a barrier between the user and application.

We can enjoy this upcoming kind of interaction not only in our touch-sensitive mobile phones, but soon we’ll be able to use our future applications on devices like these:


We are going to see more and more natural approach, how to operate all different kind of applications soon – not only using our hands, but our voice and even breath. And mind – finally.

We will see our applications operating not only on 2 dimensional surface of screen, mobile phone, tablet or table – but in 3d space, surrounding us and creating virtual office or multimedia room. And they are going to be tangible.

Do you remember Star Trek’s Holodeck? I believe we are going to see it in future.

Knowledge on the go

One of the crucial elements of smooth user experience is the knowledge, how to operate application/device and what that app can do for us. If the knowledge has to be in our heads, the people without that knowledge may have problems operating that app/device. If the knowledge is spread in the world around, anybody can easily use the app. The holy grail of the seccessful app/device is when the app becomes self-explanatory.

So in order to make the use of such apps or devices painless, the knowledge how to use them will be more and more concentrated in the world, not our heads. This leads to the augmented reality.


We can enjoy applications allowing us to gather all the different pieces of the information on the go – as well as transmit them. (Big Brother coming?) Soon, you’ll never be lost (at least geographically), not knowing what to do and what you are staring at.

Ease of use

All these great pieces of upcoming technology and applications should have 1 thing in common – ease of use. Can you imagine how would we benefit from applications bringing broad range of features, but only for a bunch of people, trained professionals, who will be able to use them?

Have a look on this comparison. Or better, go to your local phone store and try it out for yourself, as did I. We even don’t need to talk about the broad possibilities operating system can bring. Just look at the home screen. iPhone is simple – what you touch is what you get (WYTIWYG – just invented that abbreviation :-D ). But what you get if you touch Jet? Honestly, I was confused at least by the left-hand-side pallete of widgets.

What is the role of us – designers? What is our challenge?

  • design apps as intuitive and self-explanatory as possible
  • design for user, not for technology
  • prototyping, user testing
  • stick to the ethical side – privacy, make the design misuse resistant
  • design with visibility, affordances and feedback in mind
  • design keeping errors in mind, offer solution when error occurs and provide “undo” or “back” options if possible
  • last but not least, aesthetics

How can designers adapt to these changes?

  • learn, keep your knowledge up to date
  • learn more about human behaviour, how we interact with the world around us
  • learn more about psychology and sociology

What I learned from this exercise?

As I said in the beginning – my choice of interactive apps wasn’t random – I’m studying User Experience and Interaction design for my contextual studies. The exercise helped me to understand, that in my future career I’ll always need to keep up-to-date, and continue studying not only about design, but rather about how we, people, think, behave and interact. How to prototype, how to design keeping all possible errors in mind…

The presentations of the other classmates were very interesting too – especially the one on inclusive design. They mentioned web accessibility, which is my daily bread at work, so I know the W3C and WAI principles and when we develop websites, we stick to them as much as possible. Listening to them was cool, not biased angle of view is always great!”

0 Comments →

Untangling brand and customer experience

16 November 2009 thoughts on design

Untangling brand and customer experience, in 10 minutes or less, by Brandon Schauer

1 Comment →

The Design of Everyday Things

16 November 2009 User Experience great reading

Yesterday I finished reading “The Design of Everyday Things” by Don Norman (from Nielsen Norman Group) and straight from the beginning I have to say it was really educative, exceptional and informative book.

“The appearance of the device must provide the critical clues required for its proper operation.”
Don Norman

Although Don Norman is giving lots of excellent examples of good and bad design throughout the book – poorly designed doors, taps, telephones, cars, wrist watches etc – the book is rather about how people thing and are using various devices, rather about the basics of interaction between the user and the device. The book helped me to realize what makes good design good and bad design bad, how is important to design for the common user and how good design can make our lives better. That the design is not just aesthetics and that products shouldn’t be designed in isolation.

  • we should blame designers for creation of difficult-to-use devices
  • what affordance is and why it is so important
  • crucial role of feedback and visibility in design – the user should know what to do and what’s going on
  • conceptual models – what the device can do, conceptual model, system model and interface model
  • how knowledge is important and how is important to divide knowledge between the world and our head
  • importance of constraints and forcing functions
  • understand errors, how to prevent them, how to minimise the implications and how to help the user to fix them
  • conflict between the device (which the designers are familiar with) and the task (which the user is familiar with)

The Design of Everyday Things book cover

DOET was simply great source of knowledge and inspiration, especially now, when I just recently started to learning more about interaction and user experience design and when I’m preparing my Graphic Design in context of User Experience presentation.

0 Comments →

Yahoo! Design Pattern Library

11 November 2009 User Experience resources

Yahoo! Design Pattern Library is great resource of best practice best practice patterns. I discovered it just recently and found it very interesting and resourceful.

You can find patterns related to transitions, carousels, pagination, tabs, grids, tool tips and many more. There is currently 50 patterns in the library to learn about.

As an addition, you cand download all patterns as Design Stencil Kit for Omnigraffle or Visio or as PDF, PNG, SVG or for Axure and InDesign.

UPDATE:
Just discovered UI Patterns library – looks, great!

0 Comments →

Graphic Design in Context

Graphic Design in Context sketches

Graphic design in Context is one of the modules I need to complete this semester. The aim is to chose an aspect of the creative / design industry or graphic design related problematics, explore it and do an in-depth research of that subject.

I’ll need to prepare a presentation for a formative assessment in November, do another presentation in January and finally write an essay reflecting what I learned.

I was considering my future carrer path and get to this conclusion:

Type & typography
Yeah, type is that kind of once per life love :o ) But no, this is not the subject I want to concentrate on and build my career around.

Creative Visual Communication in Web Design
Now this starts to be bit more exciting! I think many today’s web designers / studios / agencies create technically excellent websites (flyers, posters, brochures…) and concentrate on accessibility, SEO and nice graphics, following the design trends. They seem to forget the basics

of Visual Communication, dramatic or non-dramatic storytelling, the ways how to get the message accross in the most effective way.

This is something I really enjoy doing and what I’d like to build my career around.

User Experience and Interaction Design
This is the core of the design, as I understand it. Design isn’t only about aesthetics (though aesthetics is very important). It’s about how things (websites, brochures, adverts) work and how we should try to make them work better. This is topic of my choice. I deeply believe that every designer should know the user experience process & interaction design principles. I think the designers should keep them in mind and that they will be more and more aware of these principles in the future.

So basically, I believe that future of graphic design is somewhere between UX & interaction design and visual communication. This is what I want and need to specialize in and what will be the main topic for my Graphic Design in Context module.

0 Comments →

Great resources on grids

5 November 2009 thoughts on design

When designing, grid is for me really essential tool. Just recently, when I started my Personal Branding project, part of the PDP 5, I did in depth research on grids, trying to figure out, what grid will suit my mailer better. I bookmarked some of the interesting articles so I can share my findings here on my blog. Enjoy :)

0 Comments →

Personal Branding 1

26 October 2009 education and school

Personal Branding project is one part of the Personal Development Plan 5 I need to complete this semester and includes creating of personal brand and CV. Before I started to think and do anything about my personal brand, I had to take couple of things on account:

Personal Branding 1

There are obviously some disadvantages of using my own name, because its rather difficult to pronounce, spell and remember. But I have no intention to change my brand name every time I cross borders to another country. Plus – because I’m not going to freelance anytime soon, I’m going to brand myself with my own name and with what I really am – Jiri The Designer :-D DD. Thus I opted for my own name. I’m just myself, I’m the image and my brand.

Because I have no intention to freelance in about next 5 years, I had to find out, who’s my target audience and what message I’d like to get across. Than I started to think what am I actually going to create. I already have an online portfolio, I have this blog, so I decided to design a poster-like mailer in the size of A1 sheet folded to A4, containing my CV, introductory letter and showcase of work I’ve done.

Personal Branding 1

My inspiration came mainly from the International Typographic Style a.k.a. Swiss Style. I always loved its simplicity, cleanness and harmony of function and aesthetics.

I started throwing ideas and sketches down on paper, taking advantage of my Moleskines, where I write / draw ideas whenever and wherever possible (I really like doing it on a bus). I had couple of good ideas in mind already and was looking forward to use them.

Because of the complexity of the poster, one of the most important design-related decisions was to choose the right grid. After careful consideration and bit of maths, I decided to partly use the Complex Grid by Karl Gerstner (who designed this grid for his work on the CAPITAL magazine) and tweak it a according to my needs.

Find out more about grid systems

Personal Branding 1

As I wanted to make my CV creative but usable and comprehensive at the same time, I opted for an infographics approach, displaying the timeline of last 10 years, showing what I learned, where I worked, what I was interested in and what are my aspirations for the future.

0 Comments →

Personal Development Planning

24 October 2009 education and school

One of the modules I need to complete this semester is Personal Development Planning (5). Though I actually am aware what I’d like to do as a designer in my future and to which part of the design industry I’d like to get in, I found the personal development planning helpful.

The overall idea is to think on the future career path, make decisions what is the most interesting part of the industry I’d like to specialize in, do the research on that particular subject and base the other course design / research projects around it.

It may sound easy, but it took quite lot of time with pencil and my notebooks / sketchbooks making notes and considering my future career paths, skills I will need to build up, knowledge and experience I will need to gain. I did lots of mind mapping, wrote tons of notes… It wasn’t easy, but I have to say even the process itself helped me to realize what I want to learn more about.

Personal Development Planning

I decided to go to the “roots” of design and thus the subject of my choice is balanced mixture user experience and interaction design, followed by visual communication theory.

I believe many designers forget that design isn’t just about aesthetics (though it’s very important), but about how things are operated, how they work, how they bear the message from the sender to the receiver… In today’s web design I can see tons of fancy graphics without purpose and sense, with no creative idea.

I have to admit I was tempted to do a bit more research in advertising (because I really love the research + creative process) and typography (because I love type and I think it’s really great craft) as well, but than I realized that I can’t concentrate on everything. But my love for type and advertising goes on.

So I’m going for User Experience Design & Interaction Design in the Graphic Design in Context module. Please stay tuned, hopefully I’ll update you with some interesting stuff soon.

0 Comments →