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WEBDESIGN
Introduo construo de interfaces web
1.Modelo de design centrado no utilizador
1.1.
Quem Don Norman?
1.1.1.Newsweek: The guru of workable technology
1.1.2.Autor do livro The design of everyday things
1.2.
Don Normans user centered design model
Processo no qual as necessidades, desejos e limitaes dos utilizadores so
o factor mais preponderante durante a fase de design.
User experience design often deals with questions of context. Aesthetic design
makes sure the button on the coffeemaker is an appealing shape and texture.
Functional design makes sure it triggers the appropriate action on the device. User
experience design makes sure the aesthetic and functional aspects of the button
work in the context of the rest of the product, asking questions like, Is the button
too small for such an important function? User experience design also makes sure
the button works in the context of what the user is trying to accomplish, asking
questions like, Is the button in the right place relative to the other controls the user
would be using at the same time?
With more complex products, though, the requirements to deliver a successful user
experience are independent of the definition of the product. A telephone is defined
by its ability to place and/or receive calls; but there are practically infinite variations
on the telephone that can deliver on this basic definitionwith widely varying
degrees of successful user experience. And the more complex a product is, the
more difficult it becomes to identify exactly how to deliver a successful experience
to the user. Each additional feature, function, or step in the process of using a
product creates another opportunity for the experience to fall short. A modern
mobile phone has many, many more functions than a desk phone of, say, the
1950s. As a result, the process of creating a successful product has to be quite
different. Thats where product design has to be supported by user experience
design.
1.3.
Em suma: make sure that the user figure out what to do, and the user
can tell what is going on
1.4.
1.5.
everyday things
1.5.1.
1.5.2.
1.5.3.
1.5.4.
1.5.5.
1.5.6.
1.5.7.
1.6.
sucedido
Usabilidade
1.7.
Acessibilidade
1.8.
AA, AAA)
Sistemas tradicionais
1.9.
Sistemas multiplataforma
2.Conhecer a audincia
2.1.
O que so personas?
2.2.
Personas em projecto Web
2.2.1.O primeiro passo no user centered design fazer user
research
2.2.2.Saber quem so os utilizadores
2.2.2.1. Os seus comportamentos
2.2.2.2. As suas atitudes
2.2.2.3. As suas necessidades
2.2.3.Porqu?
2.3.
2.2.3.1.
2.2.3.2.
2.2.3.3.
2.2.3.4.
2.2.3.5.
2.2.3.6.
2.3.1.
2.3.2.
2.3.3.
2.3.4.
2.3.5.
2.3.6.
2.4.4.Requisitos
2.4.4.1. Conhecer a audincia
2.4.4.2. Que funcionalidades sero utilizadas?
2.4.4.3. Definir as reas de contedo
2.4.4.4. Discutir com a equipa utilizando todos os dados
2.4.4.5. Organizar as reas de contedo de forma descritiva
2.4.4.6. Agrupar contedo
2.4.4.7. Criar o mapa do site
2.4.4.8. Definir a estrutura do menu
2.4.4.9. Nomear as reas
2.4.4.10.
Criar wireframes
Especificao funcional de requisitos
Descrevem as funcionalidades do website desejadas pelos clientes ou
seja, o que se espera que o website faa
2.4.5.Exemplos de requisitos funcionais:
2.4.5.1. Formulrios de contacto
2.4.5.2. Registo de utilizadores
2.4.5.3. Pesquisa
2.4.5.4. Upload de ficheiros
2.4.6.Tipos de arquitectura
2.4.6.1.
2.4.6.2.
2.4.6.3.
2.4.6.4.
4.Fireworks
4.1.
Tipografia, cor e forma
4.1.1.Websafe fonts
5.Desenho de interfaces
5.1.
6.Infografia interactiva
Uma imagem vale mais que mil palavras
6.1.