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SXSW: How Emotions Determine Android's Design 68

Nerval's Lobster writes "At a SXSW panel titled, 'Android's Principles for Designing the Future,' Helena Roeber (who headed up Android's UX research from 2007 through 2012) and Rachel Garb (who leads interaction design for Android apps at Google) discussed the complex philosophy behind Android's design. Roeber went back to the very beginning, recounting Google's Android Baseline Study, in which the team made in-home visits to study how people use technology. 'We saw the profound effect that technological design has on people's lives,' she said. 'Technology had become so pervasive that people had started to schedule and enforce deliberate offline moments to spend time with their family and friends.' From that study, the team learned that users were often overwhelmed by their options and 'limitless flexibility,' leading them to consider how to design a mobile operating system that wouldn't beat those users over the head (at least in the proverbial sense) on a minute-by-minute basis. Instead, they focused on an interface capable of serving features to users only when needed. That meant creating an interface that only interrupts users when needed; that does the 'heavy lifting' of the user's tasks and scheduling; that emphasizes 'real objects' over buttons and menus; and that offers lots of chances for customization. All those elements— and many more — eventually ended up in Android's trio of design principles: 'Enchant Me, Simplify My Life, and Make Me Amazing.'"
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SXSW: How Emotions Determine Android's Design

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  • That's good design? (Score:5, Interesting)

    by Animats ( 122034 ) on Saturday March 09, 2013 @03:20PM (#43126919) Homepage

    The image shown as an example has most of the screen real estate tied up with a useless background of car images. Then there's a tiny map. The screen contains no useful information about bypassing the delay. The actual info is less useful than what 511.org or calling 511 provides.

    As for dialog boxes, Apple had a spec for those in the original Macintosh user interface guidelines. Trouble dialogs should be two sentences. The first sentence describes the problem. The second suggests corrective action. And you should never have to tell the machine something it already knows.

    What they actually say about their design sounds like the design spec for Metro, except without the emphasis on square flat-shaded icons. Scrollable grids of icons presented in more or less random order do not scale well.

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