Before My original logo design for Assessment 2 was, well… crap. See for yourself. I rushed the design and didn’t think twice about what I was doing. My main objectives of the design was to communicate a sense of joy and that the app is relevant to hockey. The font choice was dull and the […]Read more "Logo Design"
Summary Don’t mistake UI with UX, UI is User Interface and it’s target is to present the user with the right tools to accomplish their goal(s). Values of a User Experience (UX): Look: Credibility, Trust and Harmony Feel: “Joy of Use”, Interaction and Reaction Usability: Functionality, Individuality and Predictability Common Navigation Patterns Tabs Navigation tabs […]Read more "Week 7: UI Visual Design Patterns"
User Scenario; it’s a narrative or story around use of the design, based off a user persona (fictional character). Summary User Scenarios are the stories that the persona’s shape out. It demonstrates how the user will interact and behave with the design in a given environment and situation (the context), with a given goal. A […]Read more "Week 6: User Scenarios"
Mood Board During class, I created a Mood Board for a user persona. A mood board consists of multiple images or text which have been collected and placed onto a single board (or image) to outline the persona of a user. The images can include references to the users occupation, hobbies, lifestyle, family, etc. User […]Read more "User Personas"
Summary A user persona is representative of the goals and behaviours of a hypothetical group of users. User personas are often created after collecting data from users, which is applied to form a one to two page ‘profile’ to capture behaviour patterns, goals, skills, attitudes and the environment (or context). A User Persona includes data […]Read more "Week 5: Personas"
Instructional design is the foundation of creating content that instructs/teaches a person or persons how to “do something”, or explain “how something works.” Summary We interact with instructions daily and more often than once. These experiences are on different levels, but the ultimate goal is for the experience to become easier or understandable. As humans, […]Read more "Week 4: Instructional Design"
Summary There is a current movement called ‘mobile first’, which simply means designing the smaller screen first (such as a mobile phone) rather than adapting a large screen to a small one. The process across the devices would begin with mobile phone, through to an iPad/tablets, laptop and desktop. The use of mobile first forces […]Read more "Week 3: Design Patterns"