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3 Design Principles I

This document provides instructions for a workshop on designing a travel planner application. Students are asked to: 1) Sketch the background of the application by defining the audience, main functionality, and device/platform. 2) Apply basic design principles to the application, making decisions about the text, color palette, images, sound, and layout. Students are to justify their design choices. 3) Complete a homework assignment analyzing how design principles could be applied to another scenario, and including an example of principles in action from another application.

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0% found this document useful (0 votes)
77 views1 page

3 Design Principles I

This document provides instructions for a workshop on designing a travel planner application. Students are asked to: 1) Sketch the background of the application by defining the audience, main functionality, and device/platform. 2) Apply basic design principles to the application, making decisions about the text, color palette, images, sound, and layout. Students are to justify their design choices. 3) Complete a homework assignment analyzing how design principles could be applied to another scenario, and including an example of principles in action from another application.

Uploaded by

api-282794737
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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User Interface Design 2505ICT

Workshop Three Design Principles I


1 Activity designing a travel planner
In this workshop you will apply some of the basic design principles weve discussed
to the development of a travel planner. In order to make design decisions you will
first need to sketch the background for the application.
1. Who is the audience for this planner? Define some high level characteristics
(age, income, education).
2. What is it that they will want to do with this planner? Identify the main
functionality that your planner will deliver.
3. Decide on a platform what device will host the planner, and where will it be
used?

2 Activity design principles


Now that you have some context for your application, you can apply the simple
design principles from this module. Work through the principle and make design
decisions for this system:
1.
2.
3.
4.
5.

Text: how will you display text in this interface? Why?


Colour: decide on a colour palette. Justify your choice
Images: what images will you need? What style will you use? Why?
Sound: does your interface need sound? What will or wont you use? Why?
Layout: what do you need to consider for your layout? Sketch some layout
ideas, and justify your choice.

3 Homework

Look at the design principles. How would you apply them to the design
scenario for the Brief?
Apply the principles and analyse your results.
Write this up in your Design Brief.
Find an example of the Big Picture design principles in action.

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