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Event Details
class
Design Heuristics for Developers - Practicum
Session One: Tuesday, August 28th from 6:00 - 7:30 pm
Session Two: Tuesday, September 4th from 6:00 - 7:30 pm
Session Three: Tuesday, September 11th from 6:00 - 7:30 pm
Annette Liska, Director of Design, Gomoll R+D
Great writers don't let their work go out the door without a proof reader to catch typos. Yet today, with rapidly iterated applications and sites, the work of great developers gets pushed to the public without design reviews.
The class is intended for programmers and developers. It introduces the first level of design principles - or heuristics - that UI designers keep turned on when looking at technology. These heuristics help development teams ease into better designs by understanding how our eyes work, knowing what eyes seek in overloaded visual environments, and applying long tested practices and human-factors that distinguish a beautiful tool from a mediocre one.
This class is not just a lecture; it applies designs in practice. Participants are asked to submit 1 or 2 screens of his / her work in advance; the class will collectively apply heuristics to the examples to see how design can change and improve. The instructor will provide samples of before / after designs.
Session 1:
Introduction
- The building blocks of research + design, and the role of psychology and physiology
Visual Intelligence
- How the eye works
- Eye strain vs eye delight
Considerations of an elegant UI
- Form and function
- UX / Interactive design principles
- Visual Design heuristics
- Initial concepts and the importance of PLAY
- Before / After examples
Session 1 take aways:
- Become familiar with how the eye functions in the context of technology UIs
- Introduce early approaches to designs that lay the foundation for a great finished design
- Understand the value of small, subtle design choices and design gestalt
Session 2:
Talking about Design
- Getting past design buzz words and titles
- Defense of design decisions
- User-centric & Designer-centric
- You & your audience, and applying ‘hallway’ vs ‘formal’ usability research
- Getting interested in cognitive science
Practicum
- Before / after analysis of student screen submissions
- Ask students what changed in each design
- Discuss heuristics that validate the design decisions, or disprove others
Session 2 take aways:
- Learn the language used to talk about design, and how it differs from engineering language
- Through the before / after sessions, have a firm sense for proof-reading a visual design, and a few interactive components too
- Assignment: code some design changes for review next class
Session 3:
Review coded design changes
- Evaluate design decisions
- Discuss what was problematic or hard to solve
Work with or without Designers
- Become well versed in 5-10 design heuristics (depends on your project type)
- Setting expectations for the team
- Agility and choosing what works / what gets tossed
- Can you actually build what a designer comes up with?
- Be the beacon that always asks, can we validate what the audience really needs?
Bridging the Developer / Designer gap
- Juggling business vs functional requirements in the real world
- Code general design solutions first (some colors, fonts, etc) to engage designers
- Code alternative design options (show that you PLAY)
- Choose a battle for one influential win; waging many battles ALWAYS shows up visually
Session 3 take aways:
- Be able to confidently participate in design dialog with decision makers
- Have a hierarchy for what design decisions are most important, and what can be let go or safely saved for later
- Get the respect you want from a designer; learn what makes designers feel respected
Annette Liska has, for a decade, designed elegant and visually intelligent interfaces for applications and emerging technologies. She is a sincere advocate for accurate and efficient functionality, without sacrificing form or emotional engagement. She believes in solutions that promote visual innovation when it benefits both the users’ experience and the clients’ identity. She has served as a chief visual designer for a wide range of products in the medical, software, financial, education, and consumer industries. She continues investigating the impact of what we see on how we think, feel, move, and behave. Her personal and professional work in visual languages gives her a keen appreciation for the way design shapes our responsiveness to the world. Whether brainstorming new products or refining existing interfaces, she takes visual concepts through a creative, iterative process until the clearest picture emerges.
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Our Refund Policy: Plans change? We get it. But if you can't make it to a class/workshop, please email us at classes@generalassemb.ly at least 7 days before the scheduled event date. No refunds will be given after this timeframe.
Annette Liska
When & Where
General Assembly West
10 E 21st St
New York,
NY 10010
Tuesday, August 28, 2012 at 6:00 PM - Tuesday, September 11, 2012 at 7:30 PM (EDT)
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