finalSWE321 - W
finalSWE321 - W
The Patterns:
● Feature, Search, and Browse
● Mobile Direct Access
● Streams and Feeds
● Thumbnail Grid
● Dashboard
● Canvas Plus Palette
● Wizard
● Settings Editor
● Alternative Views
● Many Workspaces
● Help Systems
● Tags
Chapter 6
The challenge
The patterns
●Clear Entry Points
●Menu Page
●Pyramid
●Modal Panel
●Deep Links
●Escape Hatch
●Fat Menus
●Sitemap Footer
●Wizards.
●Sign-In Tools
●Signposts Patterns:
○Progress Indicator
○Breadcrumbs
○Annotated Scroll Bar
FOUR IMPORTANT GESTALT PRINCIPLES:
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○Proximity
■Put things close together, and viewers will associate them with one
another. This is the basis for strong grouping of content and controls on
a UI.
○Similarity
■If two things are the same shape, size, color, or orientation, for
instance, viewers will also associate them with each other.
○Continuity
■Our eyes want to see continuous lines and curves formed by the
alignment of smaller elements.
○Closure
We also want to see simple closed forms, such as rectangles and blobs
of whitespace, that aren’t explicitly drawn for us. Groups of things often
appear to be closed forms.
Example of Bad design:
- Crowded
- Colour combination is not good
- Too many screens with a light background
Good Design
MCQ
○Sans serifs works better at very small point sizes on computer
displays but not on print.
■Pixels aren’t big enough to render tiny serifs well.
Chapter 9
●Design fidelity.
○Low-fidelity Sketch-style prototypes (E.g paper)
○Wireframe-style prototypes (E.g photoshop)
○Full-fidelity design mockups (E.g HTML)