Re: [IxDA Discuss] How much of menu levels should you show?

2010-01-26 Thread Bowen
Don't make me think.. ;) Look up http://www.useit.com/ where you will find
plenty of research which has covered the options available to you here.

Regards, 

B 

-Original Message-
From: new-boun...@ixda.org [mailto:new-boun...@ixda.org] On Behalf Of Jonas
Skoglund
Sent: 26 January 2010 01:31
To: disc...@ixda.org
Subject: [IxDA Discuss] How much of menu levels should you show?

Hi all!
Usually when I designing a web site I always show the full hierarchical
structure when someone drilling it self down to a sub page, pretty much like
the Windows Explorer tree navigation. Like this for example when a surfer
visits the page "Subservice item 1":
1. Home2. Services  2.1 Service Item 1  2.2 Service Item 1
2.2.1 SubService Item 1 2.2.1 SubService Item 1 2.2.1
SubService Item 1   2.3 Service Item 1  2.4 Service Item 13.
Products4. About us5. Contact
This approach unfourtnually generates a pretty big menu that is seldom
suiteble for horisonatal navigation. How much do you expose of the menu
structure? Often I see web sites that just shows the top level menu making
it hard to show the surfer where they are in the structure. 

Best regardsJonas 
_
Hitta hetaste singlarna på MSN Dejting!
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[IxDA Discuss] Problems with axure vertical widgets.

2009-10-19 Thread Bowen
Hi, 

 

Currently experiencing problems with creating a left hand vertical widget
within axure while still maintaining the visual style of the site. The trade
off that I am stuck with is between having a site that is as visually
accurate as possible or a site which contains all of the navigational
functionality which the client requires. 

 

I'm  looking to see whether anyone else has experienced problems with the
default vertical widget and found ways around the problem.

 

Thanks, 

 

Bowen  


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Re: [IxDA Discuss] What are your principles for making digitalproducts/services

2009-09-15 Thread bowen
Hi, 

I would wholly agree with the methods and procedures that you prescribe
throughout this mail and think that there are some very strong points for
those in the start up / design stages to follow. 

Yet point 5 flies in the face of so much established knowledge it seems as
though its been thrown in to check if people read that far. 

With out the need to list the backdrop of various papers that show the
strength in getting the views of more than just the design team. You seem to
have put a glib statement in and offered weak rational as to why you view it
as the case. 

Regards, 

B Hendy

 -Original Message-
From: new-boun...@ixda.org [mailto:new-boun...@ixda.org] On Behalf Of Thomas
Petersen
Sent: 14 September 2009 22:46
To: disc...@ixda.org
Subject: [IxDA Discuss] What are your principles for making
digitalproducts/services

I would like to hear what principles different people use when making
digital products.

Here is a the most fundamental of mine:

1. Start simple, stay simple.

It cannot be said enough. Less is more - much more, and there is a
very good explanation that it pays to understand.

If you do less you can measure more. If you can measure more you can
better experiment with what works.

Most products are simple, based on simple insights. Make sure that
you stay true to that idea as you develop until you know you have
done everything possible to test it. Don't add new features and think
that it will help, it wont, not yet. When Zyb was designed in 2005
they made sure to make their product as focused around the
administration of mobile data. They didn't change until they had
tried out different possibilities to see what worked.

http://000fff.org/wp-content/uploads/2009/03/021.png

2. Build to integrate.

Think about whether your product could be a good extension to already
existing products/services. That way you are tapping into the already
existing digital ecosystems out there. This will make it easier for
people to adopt your product and provide you with a trust factor that
you have a very hard time obtaining on your own.

3. Don't confuse change with improvement.

One of the biggest challenges when record artist produce their albums
is the fatigue from listening to the same riffs over and over. It's
one of the reasons why many of them have a problem listening to the
album when it's finally out. Startups as intense and time consuming
as they often are can be similar. It's very tempting after a couple
of months of looking at the same interface over and over to want to
change it.  Don't submit to this whether you are a manager, designer,
& developer. stay on target.

You are making this for your customers not yourself and they, unlike
you haven't seen anything before.

4. Don't do everything that is possible only what is necessary.

Constrain yourself. A good product has limitations. It doesn't just
succumb to every temptation that comes along. Focus on what makes the
product the product and only add features if you get clear signs that
it is needed. Most users will have to learn your product anyway so
don't try to impress them with features that might be cool but that
is simply not elemental to your success. I-Tunes have many flaws,
Basecamp from 37Signals leaves a lot to be asked for, but when all is
said and done, their products are rock solid and there is no feature
like the solid feature.

5. Don't do usability tests or focus groups.

I could write a whole book about why usability test and focus groups
are bad for you and your customers but I wont. Instead I will offer
the following few observations.

Most products are fairly simple and most of the testing can be done
in house.

Most usability tests are not even close to reflect any realistic
version of the environment your product will end up in.

The mistakes that you might find are not going to be those that will
determine the success of your company.

Many usability tests consist of max 10 people which is simply not a
significantly high enough number to make any decisions based on. The
single best solution is to start simple simple and make sure you can
measure how people use your product. If people are having problems
you will find out soon enough and you will find out where it
matters.

6. Think how, not what

The feature war is over, actually it's been for a long time. So much
can be gained from thinking about how to make the features that you
have stand out and ad value. If you can solve it on the back-end then
do it. When I started working on the Nasdaq Market Replay application
I soon realized (as most people probably did) that market data is
kind of like a sound sample. Once that insight was made we approached
stock info like we would music. This meant that you could trim your
stock sample and replay it like a piece of music.

http://www.adobe.com/resources/business/rich_internet_apps/?ogn=EN_US-gntray
_sol_ria#nasdaq



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Re: [IxDA Discuss] Online brochure vs. PDF download

2008-01-22 Thread Patrick Bowen
Marianne,
Our company izzydesign (izzydesign.com) uses PDF brochures in a
"Downloadable tools" section.  When I was involved in designing the
site we ran through several rounds of research and decided that we
would offer PDFs.  There were a few reasons for this:

1.  That is what our sales force wanted.  The request was to have
easy-to-download and print files.

2.  PDF downloads were the easiest solution at the time.  We already
had the files and it was easy to post them for download

3.  With our audience and my inability to often successfully
implement new technology in an easy to use solution (why I joined
this group...needed to learn more) the PDF seemed to be a good fix.

All that said there have been some drawbacks.

1.  For things like fabric swatches (we need these for sampling of
our chairs) PDFs must be extremely large with hi-res files.  Our
fabric PDFs have been miserable failures

2.  The linear fashion doesn't fit web very well.  Putting something
that has been designed for print online causes some issues.  If I want
to search and get specific info, it is much more difficult with PDFs.


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Re: [IxDA Discuss] Co-Relations between Graphic - Digital Media Design

2007-12-13 Thread Patrick Bowen
First off, please excuse this post's soon to be rambling nature. 
This is my first post and the ideas are flowing in a quite non-linear
fashion.

I currently have the postion title of "Interactive Media Designer"
at my company althought I find myself creating random print flyers
and pieces when we do not have the budget or time to use our outside
creative firm.  I study Digital Media Arts and Tech. and never
intended to create web or screen based content.  Rather I intended to
produce audio and video content.  While taking courses in
Flash/HTML/CSS and some script/programming classes I stumbled into
internship and job opportunities that lead to where I am today. 

All of that said I find 2 major difference arise when trying to
create for screen and print.

1. The ability to merge media of all types:  Digital Media (web or
otherwise) not only has the ability to incorporate
audio/video/graphic media, but flourishes when this is done
correctly.  I know audio and video are still often shunned on
websited, but argue that this is due to poor implementation.  By
adding motion or audio Digital Media designers have the ability to
engage the user differently through sound and directional content. 
Watching how users become engaged and attached to sound is very
intriguing to me.

2. Information structure:  With print, even when working with our
creative firm I find the graphic designers and print specialists tend
to lay things out in a linear format (3 follows 2 follows 1).  When I
collaborate with interactive designers the information structure
resembles webshmmm go figure.  The challenges are different.
Graphic:  How to put the information in the right order/ Digital: 
How to logically connect the nodes.

Hope this lends some light.
Patrick


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