As we move further into the future of digital design, web design is no longer just about creating a single great desktop browsing experience. The interactive design industry is at a crossroads; mobile and tablet devices continue to propagate and fuel new interactions, and the web is now found on more devices than ever.
So, how do we adjust accordingly? More often than not, designers and programmers use old methodologies to tackle new problems. The real tool kit of a great web designer starts off-line and off-screen. This lecture will showcase important skills that will prepare flexible designs for future facing web projects. We will outline a set of new philosophies, collaborative processes and custom tools that enable productivity in this ever-changing world. We'll also cover the importance of creating your own tools and adapting to new needs, so you can stay ahead of the game.
By demonstrating the right workflow, the right tools and a future facing philosophy, this talk aims to help anyone who has thought to themselves: 'there has to be a better way'. The future isn't 12-column grids and pixel perfect PSDs. It's a flexible thinking model that relies on your understanding of development and a strong design philosophy.
5. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
7. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
28. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
29. THEN...
Website
UX Visual Development
Monday, October 22, 12
30. RECENTLY...
Mobile Version
Website
UX Visual Development
Monday, October 22, 12
31. NOW...
Oh noes!
UX Visual Development
Monday, October 22, 12
32. Photo: R. Baum
THE LANDSCAPE CHANGED QUICKLY
Monday, October 22, 12
34. “ Instead of viewing ourselves in
terms of discrete roles, we should
instead look to emphasize our range
of abilities, and work with others
whose skills are complimentary.
–Paul Robert Lloyd, 24 Ways ”
Monday, October 22, 12
38. GET COMFORTABLE
BEING OUT OF
AND
ADAPT TO CHANGES
Monday, October 22, 12
39. It’s not the document you’re making,
it’s the input you’re giving.
Monday, October 22, 12
40. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
48. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
49. GET INSPIRED
patterntap.com
Monday, October 22, 12
50. GET INSPIRED
lovelyui.com
Monday, October 22, 12
51. GET INSPIRED
androidpatterns.com
Monday, October 22, 12
52. GET INSPIRED
responsive.rga.com
Monday, October 22, 12
53. GET INSPIRED
mediaqueri.es
Monday, October 22, 12
54. GET INSPIRED
bradfrost.github.com/this-is-responsive/patterns.html
Monday, October 22, 12
55. GET INSPIRED
bradfrost.github.com/this-is-responsive/patterns.html
Monday, October 22, 12
56. GET INSPIRED
starbucks.com/static/reference/styleguide/
Monday, October 22, 12
66. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
77. MOTION PROTOTYPES
via Punchcut
After Effects
Keynote
Monday, October 22, 12
78. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
79. “ Those PSDs are an artifact of the
design process, and very likely do
not reflect the final decisions made
in the coding process. The code is
the deliverable, the PSDs are not.
–David McCreath, Mule Design ”
Monday, October 22, 12
90. PART 1: GETTING STARTED
1. A Compass
2. A Better Process
3. Insights
PART 2: TOOLS TO USE
4. Sketching
5. Prototyping
6. Creating and Testing
PART 3: CONCLUSION
Monday, October 22, 12
91. Conclusion
You’ve got this.
Monday, October 22, 12