top of page

week 7: about face

  • Writer: Rachelle Vassoler
    Rachelle Vassoler
  • Oct 25, 2023
  • 2 min read

Chapter 16

Chapter 16 explores how to create effective design based on the needs of the user. Some strategies are mentioned for basic needs such as learnability, customization, localization/globalization, and accessibility. For learnability and help interfaces, you can sort the needs of users into two levels: command modalities and working sets. Command modalities allow a user to interact with an application. Drop downs, pop-ups, and keyboard accelerators are some examples of these modalities. Working sets are memorized patterns of commands and features, learned by the repetition of doing them. The commands in someone’s working set are ones used most frequently. When an interface is not well known by a user and requires extra help, contextual and assistive interfaces are there to provide assistance. They’re known as guided tours and overlays that run when an app is first launched. Layout templates also provide a guide for users to follow rather than a start-from-scratch approach. Another type of guide is a wizard. Wizards step-by-step guide a user through a task to guarantee success in operating systems, configuring features of an application, launching a new hardware device, or in online surveys. ToolTips are great for desktops and allow users to hover over elements to receive help or can appear on a screen at once, pointing to functions of buttons. Customization allows users to alter a space based on their personal likes or needs. It’s important to remember how these changes can affect how an interface’s navigation functions. Expert users will configure their setups to match their needs and won’t even need assisted help in the program. Localization refers to translating an application for different languages and cultures while globalization refers to making that application universal for them. It’s also important to make applications as accessible as possible for everyone of all ages or disabilities. You can create an accessibility persona to reference alongside your existing ones to help. Over all, this chapter provides lots of information on communicating how an interface works with all kinds of users.


Chapter 17

Chapter 17 talks about visual interface design and keeping one’s goals in mind when visually building an interface. It starts by talking about visual art and visual design and how they both impact an interface. Fine art and visual design share a visual medium, yet it’s important to remember they are different. Art is described as a means of self expression on emotional and intellectual concern while visual design has a purpose based in utility. Art has few constraints while design has many. Visual interface design is concerned with the treatment of visual elements in relation to communicating information. Shape, size, color, orientation, texture, position, and text/typography all make up visual design. It’s important to consider the context of an app when creating your design. The user should be able to visually see different elements and read any text or press buttons efficiently when looking at the screen. If chosen colors are too close in hue, a user won’t be able to see where one element begins and one ends. Remember to take into account visual hierarchy and provide contrast between colors and elements. This chapter reminds designers how to create a visual design with utility in mind rather than full artistic expression.


Recent Posts

See All
week 11: tapworthy

Chapter 9 Chapter 9 introduces the concept of landscape orientation when designing an app’s interface. It’s best to nail your vertical...

 
 
 
week 10: tapworthy

Chapter 5 This chapter starts by addressing the universal standardization of iphone buttons, toolbars, and icons. A standard point of...

 
 
 
week 9: tapworthy

Chapter 1 In the introduction, we are introduced to the text before moving on to chapter 1. Chapter 1 starts by discussing important...

 
 
 

Comments


©2023 by rachelle vassoler

bottom of page