Basic GUI 2018
Phases
- Desk Research, Field Research, Findings
Research of existing Applications. What does already exist? Analysis and testing of the found examples. Questioning and Observation of WG-Residents. Understanding their motivation and behavior. Identification of usage-patterns. Photographic documentation. Definition of a problem and collection of user-needs. - Personas
Definition of five WG-Residents and their stories. - Brainstorming, Mind Mapping, Sketching, etc.
Take one or more of the above methods to rethink the scenario. Be "wild" and come back with innovative and striking solutions of which you hadn't thought of before. - Wireframe Screen Flow Diagram, Mood board
Draw individual screen wireframes that are connected with each other to show the flow in your application. Traditionally, the mood board is a big collage consisting of photos, apps, texts, illustrations and other materials that show the look and feel. The mood board shows links between the things and supports the imagination of new ways. - Design GUI
Using the mood board, a skin for the application is developed. Software: Photoshop, Illustrator, Sketch, Adobe XD, etc. - Click-Dummy
A clickable mockup of the final UI. Software: Framer, Origami, Invision, Principle, Flinto, Adobe XD, etc. - User-test
The click dummy is tested with three test users that solve a typical exercise. They are filmed and asked to think aloud while using the app. - Prototyping
Implementation of the final application in HTML, CSS, and JS in order to deliver a functional prototype.
Deliverables
See the IAD documentation guidelines for the standard material.
- Documentation
- Prototype
- Film / Screencast
- Film / User-test
- Images (Screenshots & Usage Scenarios)
- Text
- Click-Dummy
All deliverables have to be uploaded to the Filer by Monday 11.6 at 09.00.
Groups
- Michelle, Duy, Lilian
- Melanie, Pascal, Fiona
- Marcial, Dominik, Colin
- Mara, Jennifer, Randy
- Claudia, Edna, Janina
- Ju, Stefan, Felix
Material
Schedule
Week 1 | Tuesday 8.5 | Wednesday 9.5 | Thursday 10.5 | Friday 11.5 |
---|---|---|---|---|
Morning | Kick-Off JS, JG - 4.K14 (09.30-12.00) | Interaction Design Process | Public Holiday | Findings, Personas |
Afternoon | Desk Research, Field Research | Mentoring Desk Research, Field Research | Mentoring Findings, Personas | |
Week 2 | Tuesday 15.5 | Wednesday 16.5 | Thursday 17.5 | Friday 18.5 |
Morning | Brainstorming, Mind Mapping, Sketching, etc. | Interaction Design Process | Wireframe Screen Flow Diagram | Mentoring Wireframe Screen Flow Diagram JS - 4.K14 (09.00-12.00) |
Afternoon | Input Mentoring | Input Mentoring | Wireframe Screen Flow Diagram, Design GUI | |
Week 3 | Tuesday 22.5 | Wednesday 23.5 | Thursday 24.5 | Friday 25.5 |
Morning | Design GUI, Click-Dummy | Interaction Design Process | Design GUI, Click-Dummy | Input User-test Prototyping |
Afternoon | Mentoring | Mentoring | Input Prototyping Prototyping | |
Week 4 | Tuesday 29.5 | Wednesday 30.5 | Thursday 31.5 | Friday 1.6 |
Morning | User-test Click-Dummy; Thinking Aloud Methode | Evaluation User-test Support Diploma Exhibition | Click-Dummy Iteration | Prototyping |
Afternoon | Mentoring User-test Support Diploma Exhibition | Mentoring | ||
Week 5 | Tuesday 5.6 | Wednesday 6.6 | Thursday 7.6 | Friday 8.6 |
Morning | Prototyping | Prototyping | Dokumentation, Click-Dummy, Prototyping, Film/Screencast, Bilder/Screens, Text | Dokumentation, High-FIdelity-Prototyping, Film/Screencast, Bilder/Screens, Text |
Afternoon | Mentoring Prototyping JS - 4.T06 (13.00-17.00) | Mentoring Prototyping JG - 4.T06 (13.00-17.00) | Final Presentation JS, JG - 4.T06 (13.00-16.00) |
JS: Jürgen Späth, JG: Joël Gähwiler