| exhibit research | notes on process |
What are their goals?
Remember projects that will be ported to other media (i.e. museum kiosk programs ported to web)
Usually there is more than one intended audience; which is most important?
Create scenarios
How will they be determined? (research, consensus, brainstorming)
Who will make decisions? (Consensus is important, but one person should have final say)
Seek an objective view of the problem space
Questions to ask:
What are the short- and long-term goals of the project?
Who are the intended audiences?
Why will people use it?
Are the goals the right ones? (Do they solve the problem at hand?)
Are the goals well-defined?
Distill problems into single sentence bullets
Separate what could be done from what should be done
Then start on schedule and resource allocation
With tight budgets, students, artists, and universities make good partners.
Clearly delegate responsibilities for components
Allocate enough time for debugging, optimization, captioning, duplication
Work backward, starting with final review/sign-off
Include reviews of critical elements
Start collecting content early
There are simple ways to password-protect it
Put links to hardware, vendors, etc.
If you don't know HTML it can be text, a PDF or a Word doc that sits on a server.
Competitive analysis
What functionality is needed?
Can it be done on schedule and budget?
How much is enough? How much is too much for one project? In general, narrowly focused projects are better than broad ones.
Begin with list, then outline, then map
Note where multiple pages/screens are
Include links forward and back
Analyze
Layers
Depth
navigation
The functionality needs to be designed first, but design has to begin soon and work hand-in-hand with programming
Brainstorm, prototype, and iterate
Tests concepts before investing programming resources
Reasons for prototyping: Proof of concept, design exploration, or technical exploration
Breadth v. Depth
For static items, images are enough; for processes, functional mockup
Look and feel
How literal? Beware of users taking them too seriously
For more on metaphors, see this article by Aaron Marcus.
Branding
Consistency
Layout Grid
Engine and tool parameters
Interaction Design
Interface Design
Storyboard
Design incrementally
Put out frequent small releases for feedback
Create a functional mockup of all screens (function only: NOT designed)
Document everything
Keep an Art Bible with concept sketches, photos, mockups -- all labeled and dated
Use version control and naming conventions
Use an organized folder structure
Even the best-run project is a work in progress, as conditions and requirements change over the development cycle. The "eXtreme Programming" (XP) movement suggests many small course corrections rather than a few major ones. As requirements, technology, and staff change, the process must be flexible enough to change course mid-stream. Core values derived from XP are:
WebMonkey tutorial on information architecture.
Article on visual exploration of large datasets
Article on eXtreme Programming process, as related to embedded systems programming