taller multimedia - experiencia de usuario ux
Interfaz
1. Interfaz como instrumento: desde esta perspectiva la interfaz es una "prótesis" o "extensión" (McLuhan) de nuestro cuerpo.
2. Interfaz como superficie: algunos consideran que la interfaz nos trasmite instrucciones ("affordances") que nos informan sobre su uso. La superficie de un objeto (real o virtual) nos habla por medio de sus formas, texturas, colores, etc.
3. Interfaz como espacio: desde esta perspectiva la interfaz es el lugar de la interacción, el espacio donde se desarrollan los intercambios y sus manualidades.
Interacción
la interacción es la acción social que un sujeto lleva a cabo con otro u otros sujetos y con las expresiones que éstos realizan en diferentes contextos (mediáticos, personales, teóricos, prácticos, etcétera); lo anterior permite un entramado de relaciones sociales. La interacción es comunicativa por sí misma.
diseño de productos / diseño de experiencias
El diseño de Productos tiene una primera fase centrada en la Tecnología
2da fase: mediciones cuantitativas / cualitativas.
3ra fase: (innovación - rrpp - emociones)
sistemas complejos
sin manualsin convención (usos y costumbres)
sin manualcon convención
con/sin manualcon convención
con manualsin convención
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7.7 Beams and Other Similar Ceiling Obstructions
Fire detectors should be mounted at least 500mm away from wallsor ceiling obstructions greater than 250mm deep and at leasttwice the depth of obstructions less than 250mm deep. Theyshould also be mounted at least 1m away from any forced airinlet. Where the obstruction is greater than 10% of the height of anarea it should be considered as a wall. Similarly a floor mountedobstruction (such as racking) should be considered a wall if itcomes to within 300mm of the height of the detector.
7.8 Lift Shafts
Where detection is required in vertical shafts, such as stairwells,a detector should be mounted at the top of the shaft and within1.5m at each level.
Typical detector positioning for L2 coverage
For obstructions of less than 250mm Y should be atleast 2 x Z
Detector attop of shaft
Detectorswithin 1.5m ofpenetration of
each floor
1.5m
Z
Y
1.5m
1.5m
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FIRE SYSTEM DESIGN GUIDE
7.5 Positioning of Smoke and Heat Detectors (cont’d)
To ensure complete coverage, spacings between detectors shouldbe reduced to 10.0m between smoke detectors and 7.0mbetween heat detectors.
For corridors less than 2m wide only the centre line need beconsidered therefore it is not necessary to reduce detector spacingsin order to provide complete coverage. Therefore for smokedetectors spacing becomes 7.5m from a wall and 15.0m betweendetectors. For heat detectors the spacing becomes 5.3m to a walland 10.6m between detectors.
The above data is based on flat level ceilings; for pitched ceilingsor ceilings with a non-flat surface, spacings will alter. For pitchedceilings use the data below, for other ceiling types refer toBS5839 for comprehensive guidance. Where detectors must bemounted onto a pitched ceiling, a detector should be mountednear to the apex but spacing can be increased by 1% for each1° of slope up to 25%. ‘Near’ is defined as within 600mm forsmoke detectors and within 150mm for heat detectors.
7.6 Mounting Heights of Detectors
Under all normal circumstances point type fire detectors should bemounted on the ceiling - this ensures that the height restrictions aremet together with the following table.
Spacings between smokedetectors
Corridor spacing for smoke detectors
Spacings between heatdetectors
Ceiling Heights (m)General Limits Rapid Attendance*
Heat detectors - class A1 9 13.5Heat detectors - other classes 7.5 12Point type smoke detectors 10.5 15Optical beam smoke detectors 25 40
* Rapid attendance values can be used in type P systems providing fire brigade response time is less than 5 minutes
10M
10M
7.5M MAX 7.5M MAX 7.5M MAX
15M
7M
25°
5M
5M
5M
5M
5M + 25%
5M +
25%5M
+ 25%
5M + 25%
7M
con manualsin convención
sin manualcon convención
experiencia de usuario ux
heurística ux
1. Hecha para humanos.
2. Todo se puede olvidar, los errores existen
3. Accesible - Legibilidad - lecturabilidad - situaciones especiales.
4. Evidente en sí misma. Propósitos del diseño son transparentes
5. Predecible. Consistencia. Convenciones
6. Eficiente. Útil.
7. Emocional. es un Juego.
diseño de experiencia de usuario Desarrollo de metodologías basados en seres humanos (no en tecnologías)
El diseño es un proceso marcado por una pregunta ¿Desde qué punto se define el producto y la experiencia?
Se basa en la observación de los usuarios. Observando las condiciones en las cuales usan el mensaje.
Diseño y etnografía
Se trata de entender el sistema completo.No solo el producto,, no solo su estética, no solo el mensaje (diseño).
Sino la operación completa. >>necesidades (psicología cognitiva)>>contacto con la interfaz>>desencadenan una acción.
Estética (look&feel) >>> Funcionalidad (features)
Experiencia
elementos del diseño de experiencias de usuario diseño centrado en el usuario
Web sites are complicated pieces of technology, and something funny happens when people have trouble using complicated pieces of technology: They blame themselves. They feel like they must have done something wrong. They feel like they weren’t paying enough attention. They feel stupid. Sure, it’s irrational.
Los sitios Web son complicadas piezas de tecnología, y algo gracioso pasa cuando la gente tiene problemas para usar tecnología complicada: Se echan la culpa. Sienten que han hecho algo mal. Sienten que no prestaron la suficiente atención. Se sienten estúpidos.
Jesse James Garrett, The Elements of User Experience.
22 CHAPTER 2 MEET THE ELEMENTS
Abstract
Concrete
Each plane is dependent on the planes below it. So, the surface
depends on the skeleton, which depends on the structure, which
depends on the scope, which depends on the strategy. When the
choices we make don’t align with those above and below, projects
derail, deadlines are missed, and costs begin to skyrocket as the
development team tries to piece together components that don’t
naturally fit. Even worse, when the product finally does launch,
users often hate it, because it doesn’t deliver a satisfying experience.
This dependence means that decisions on the strategy plane will
have a sort of “ripple effect” all the way up the chain. Conversely,
the choices available to us on each plane are constrained by the
decisions we make about issues on the planes below it.
Superficie
Esqueleto
Estructura
Alcance
Estrategia
Superficie: Imagen, texto y medios.Cada elemento diferenciado, con contenido y funciones.
Esqueleto: La distribución de los botones, contenidos, controles y texto. Se trata de un diseño y orden para optimizar los esfuerzos del usuario, su memoria y reconocimiento de la interfaz.
Estructura: El esqueleto es la representación visual de un componente más abstracto -> la estructura.La estructura es la cadena de contenidos y funcionalidades que componen la navegación de un sitio.
Alcances: Es una lista de requerimientos y funcionalidades que se generan a través de un proceso de brief.
Estrategia: La estrategia es el origen del alcance de un producto. Incorpora lo que el equipo de diseño planea y lo que los usuarios necesitan.
22 CHAPTER 2 MEET THE ELEMENTS
Abstract
Concrete
Each plane is dependent on the planes below it. So, the surface
depends on the skeleton, which depends on the structure, which
depends on the scope, which depends on the strategy. When the
choices we make don’t align with those above and below, projects
derail, deadlines are missed, and costs begin to skyrocket as the
development team tries to piece together components that don’t
naturally fit. Even worse, when the product finally does launch,
users often hate it, because it doesn’t deliver a satisfying experience.
This dependence means that decisions on the strategy plane will
have a sort of “ripple effect” all the way up the chain. Conversely,
the choices available to us on each plane are constrained by the
decisions we make about issues on the planes below it.
La web es un sistema complejo
Se divide en dos grandes tipos:
1. Sitios web orientados al contenido.
Personas que ven la web como un problema de información y contenidos y cómo están distribuidos.
2. Sitios que son aplicaciones web
Personas que ven la web como un problema de diseño de software.
THE ELEMENTS OF USER EXPERIENCE 27
To address this basic duality in the nature of the Web, let’s split
our five planes down the middle. On the left, we’ll put those ele-
ments specific to the Web as a platform for functionality. On the
right, we’ll put the elements specific to the Web as an information
medium.
product as functionality product as information
s k e l e t o n
s t r u c t u r e
s t r a t e g y
s u r f a c e
s c o p e
e l e t
ctionality
u c t
c o p
r a t eAbstract
Concrete
THE ELEMENTS OF USER EXPERIENCE 29
product as functionality product as information
structu
re
strate
gy
scope
skelet
on
surface
Sensory Design
User NeedsProduct Objectives
FunctionalSpecifications
ContentRequirements
Information DesignInterface Design Navigation Design
ationDesign
ctionality
InteractionDesign
InformationArchitecture
tion
onalons
User Net Obj
ennt
n D
atire
Abstract
Concrete
The Scope PlaneOn the functionality side, the strategy is translated into scope
through the creation of functional specifications: a detailed
description of the “feature set” of the product. On the information
side, scope takes the form of content requirements: a description
of the various content elements that will be required. Chapter 4 will
cover the scope elements.
THE ELEMENTS OF USER EXPERIENCE 29
product as functionality product as information
structu
re
strate
gy
scope
skelet
on
surface
Sensory Design
User NeedsProduct Objectives
FunctionalSpecifications
ContentRequirements
Information DesignInterface Design Navigation Design
ationDesign
ctionality
InteractionDesign
InformationArchitecture
tion
onalons
User Net Obj
ennt
n D
atire
Abstract
Concrete
The Scope PlaneOn the functionality side, the strategy is translated into scope
through the creation of functional specifications: a detailed
description of the “feature set” of the product. On the information
side, scope takes the form of content requirements: a description
of the various content elements that will be required. Chapter 4 will
cover the scope elements.
Estudios de usuario
metas, fines.
caracteristicas, funcionalidades
Gestión de contenidos
Cómo responde y se comporta el sistema
Distribución de contenidos
Esquemas de contenidos en pantallas
Diseño visual
elementos interactivos
interfaz
36 CHAPTER 3 THE STRATEGY PLANE
Defining the Strategy
The most common reason for the failure of a Web site is not tech-
nology. It’s not user experience either. Web sites most often fail
because—before the first line of code was written, the first pixel
was pushed, or the first server was installed—nobody bothered to
answer two very basic questions:
. What do we want to get out of this product?
. What do our users want to get out of it?
product as functionality product as informationscope
strate
gy User NeedsProduct Objectives
ctionality
By answering the first question, we describe the product objec-
tives coming from inside the organization. The second question
addresses user needs, objectives imposed on the product from
outside. Together, product objectives and user needs form the strat-
egy plane, the foundation for every decision in our process as we
design the user experience. Yet, amazingly, many user experience
projects do not begin with a clear, explicit understanding of the
underlying strategy.
1. ¿Cual es el “negocio”? ¿Qué quiero hacer? ¿Qué queremos hacer? Establecer objetivos de organización (dos personas) tomando un lugar del espacio público.
2. ¿Quienes son los usuarios? (demográfico) ¿Qué necesitan? (psicográfico)Desarrollar registros (croquis, fotografías) in situ, con anotaciones generales demográficamente segmentadas acerca de sus comportamientos.
3. Crear un perfil ficticio. PERSONASe añaden a los registros, cuestionarios a personas usuarias. Recordar que nosostros y nuestros cercanos también lo son.
4. Representar a la PERSONA y el estudio.
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