6. Design Principles & Methodologies
6.1 Methodology Used
While developing for any solution, prototype is the best implementation to make the project more accurate and successful. To make successful any prototype or project, some methodology like RAD, Lean UX and Star Development etc. might implement. In IxD, there has several design methodology which can be implemented for a successful prototype. Here, Lean UX methodology is applied for the proposed solution.
Focusing on the designer experience and hypothesis, Lean UX is mostly cooperative design and development method acting as a team which boosts the designer to draw together the information from user level using their mental model (experiences) so that they can produce an accurate and faster solution. Lean UX also boosts the process while it marge with the agile manner.
Figure 32: Functioning together in agile manner (Landis, 2014)
While designing with Lean UX, some principle like acting as a team, flow of excursion, finalize decisions need to maintain. Lean UX also functions with several process and procedure. Firstly, a basic concept needs to illustrate according to the scenario or requirements from user. Then, based on those requirements, designer will draw a prototype solution for the user. And finally, that prototype is tested to ensure that the prototype is functions accurately.
Figure 33: Lean UX process
Here in the proposed prototype, requirements are gathered using requirements gathering technique (interview, inspection and analysis documents). User, OS, platform identification processes has undertaken for designing the prototype. Using just-in-mind tool for both low fidelity (sketch widget) and high fidelity prototype has been painted. Then a testing process has run over the prototype to check whether it reaches the minimal viable product (MVP) visibility and functions accurately or not.
6.2 Design Principles
Designing for an interaction design solution, there has some basic principle which need to focus on the designing any solution. Some of are discussed below –
6.2.1. Functionality
To achieving a goal or task functionality is a needed fact of a design. Functionality defines a sequence of instruction in order to accomplish a task. (Cerejo, 2012)
Figure 34: Functionality
Some guidelines for designers –
- Functionality need to prioritized and clearly visible
- Filters the non-related features or functionalities.
- Focus the business orientate functions
6.2.2 Content
The way of a user can be acknowledged about the functions which are going to be performed by that user is defined as CONTENT.
Figure 35: Contents
So designing an interaction solution necessary contents are required and it can be used in many forms like text, video, image etc. general guidelines need to follow -
- Most appropriate content need to be prioritized first to display.
- Ignore multimedia content if not needed.
- Ignore content which are required plugin like flash player.
6.2.3 Context
Context is also important for any interaction solution. For example, mobile device can use in many place in many situation where the context might not the same. This principle governs for any interaction design solution to keep it in good context. (Cerejo, 2012)
Figure 36: Context
Here some guideline of this principle –
- Should focus on those environmental elements that can make an interrupt between user and application.
- Use devices topographies and sign or icons and alerts.
- Location identification and use if required.
6.2.4 Usability
Usability analyzes working efficiency of the system or solution including the information architecture, content design and the other element which are used in solution to accomplish the user goal. (Cerejo, 2012)
Figure 37: Usability
Some guideline has illustrated below –
- Clearly illustrated what can be done and what cannot to the user.
- Functionality need to be simple so that user can achieve their goal.
- Touch target should be placed appropriately and functioned perfectly.
6.2.5 Consistency
In designing an interaction design, user experiences are important while using the app. So designed application should maintain a good consistent interface so that user feel a real user experience.
Figure 38: Consistency
There is some guideline to maintain the consistency –
- Practice standard UI elements for the design solution and implement them into a design pattern so that solution will developed with a good consistent experience.
- Ignore too much color code.
- Ignore different UI element into same interface.
6.2.6 Help
Helps assist a user to use the system including how to do, what to do, where to do and some information about any technical element. User is not a technical person that they can understand the every element of the system.
Figure 39: help
If there has no help instruction or guideline for user, solution might not be successful. (Cerejo, 2012) Guideline to use –
- Design the solution simple and user can find help and solution option easily.
- If there has option to implement step by step guideline can implement.
- Use help icon where might necessary.
6.2.7 Feedback
This principle allows getting the user attention by giving the user notification or alerts. Using some system notification and user interaction notification helps to retain the user attention.
Figure 40: Feedback
Here some following guidelines that are followed to the proposed prototype –
- Provides different notification with clear and short manner.
- Provides confirmation of any interaction that is made by user.
- Make sure that user won’t be felt disturb during his/her workflow.
6.3 Design Elements
The following discussion are focused on design element which are applied to the prototype –
6.3.1 Layout
Layout focus the manner of element are appeared in any pre-defined UI. In developed prototype, grid layout has been implemented.
- Perfect alignment of elements
- Equal spacing
- Grid distribution is distinguishable
Figure 41: Layout for both IHD and Mobile
6.3.2 Navigation
- Used tab navigation on schedule screen
- Button navigation used in footer
- Back navigation also applied
Figure 42: Navigation example for both IHD and Mobile prototype
6.3.3 Buttons
- Button size are accessible with fingertips
- Label of button are distinguishable
- Use dissimilar button type like flat, toggle and raised
Figure 43: Types off Button
6.3.4 Color
- Ignored saturated colors
- Colors change the meaning of an element.
- Text colors are understandable
Figure 44: Example of color use in developed prototype
6.3.5 Icon
- Dissimilar menu icons are implemented.
- Dialog icon also applied
- Different icon set are applied
6.3.6 Dialogs
- Several types of dialog panel used to prompt information for the user
- Dialog are designed so that user won’t feel disturb
- Not to used massive information on dialog