Pluralsight

Creating User Experiences - Fundamental Design Principles

Topics

  • Module 1: The need for new thinking by developers
  • The need for new thinking by developers
  • Stuck in a rut
  • Evolution as a useful mental model
  • Example to learn from: the music industry
  • Demo: StaffLynx as an example of new thinking
  • Preparing for the new ecosystem: fundamental principles of design
  • A test of awareness and observation
  • Summary and looking forward
  • Module 2: Design Principles for Choosing Options
  • Module 2 Introduction – Starting in the real world
  • What’s wrong with this elevator?
  • The Gestalt principle of proximity
  • Some important design principles for choosing options
  • Hick’s Law and its consequences
  • Alternatives to ridiculously long lists of options
  • Users outnumber developers, plus summary and next steps
  • Module 3: Visual Scanning and Processing
  • Module 3 Introduction – The stages of visual processing
  • The Gestalt principles of proximity and similarity
  • More grouping gestalt principles
  • Gestalt closure, continuity, and figure / ground
  • Gestalt principles in remote controls, plus more on intentional blindness
  • Gutenberg diagram, and summary
  • Module 4: Preference for Naturalness
  • Module 4 – Introduction to naturalness preference – Biophilia
  • Savannah preference and white space
  • Crowded screens and horror vacui
  • No matter what you’ve heard, screen real estate isn’t that valuable
  • Infinite whitespace – demonstrating the viewport pattern
  • An exercise on crowded screens
  • Using color and gradients to promote naturalness
  • Module 5: Preference for Naturalness, part 2
  • Module 5 – Introduction and definition of contour bias
  • Contour bias and desire lines
  • Overuse of rectangular designs and how to avoid it
  • Using animation to promote naturalness
  • Animation examples in StaffLynx
  • Three dimensional appearance – reasons and techniques
  • Module 6: Aesthetics and Legibility
  • Module 6 – Introduction and the role of aethetics in design
  • Attractiveness bias
  • The Aethetic-Usability Effect, plus advice on typefaces and legibility
  • Legibility and contrast
  • A bit more about fonts, and summary/wrap-up
  • Module 7: Managing Cognitive Load
  • Module 7 – The need for keeping cognitive load low, and the progress we’ve made
  • Recognition over recall and progressive disclosure
  • New UI for progressive disclosure, plus highlighting and the mapping principle
  • Mapping continued, plus affordances
  • Affordances continued, plus constraints
  • Feedback, confirmation, and forgiveness
  • Module 8: Meta-design Principles
  • Introduction and context-sensitive design
  • Touch as an example context, and form follows function
  • Form follows function, continued, and Ockham’s Razor
  • Most Advanced Yet Acceptable
  • Performance vs. Preference
  • Flexibility-usability tradeoff
  • Summary
  • Module 9: Summary and Resources for Further Study
  • Introduction and a Final Exercise
  • Final points about how you can use these concepts, part 1
  • Final points about how you can use these concepts, part 2
  • Recommended books