Chapter 3: Design

In this chapter we’ll consider ways to move from knowing what users want to do, to designing devices, applications and processes that help them. Design may target a particular device such as a smartphone, but often a single application may cut across different kinds of devices and platforms from smart speakers to web apps. These choices will in turn influence the styles of interaction: in some cases the user telling the application what to do, in other cases notifications prompting users to action. We’ll see various forms of design rules and guidelines, how to decide where to focus design effort using the touchstone of ‘desire and disaster’, and the different strategies that need to be adopted when creating applications that are ‘good enough’ for everyone or best for a particular group. Central to creating and communicating design are tools and prototypes, from storyboards and pieces of paper to near-working systems.

Contents

Who designs — involving users
Big picture
Who for? Niche or mean
From functionality to experience
Desire and disaster
Normal errors
In context
Into the details
Overall style of interaction
UI design guidance
Structure, information architecture and dialogue
Layout and aesthetics
Designing for AI
Role of AI
To err is AI
Managing autonomous AI
Sensing
Synergy
Grounding design
Wireframes and storyboards
Premature commitment and multiple designs
Prototypes
Chapter Keypoints
Additional reading

Glossary items referenced in this chapter