Year 12 Major Design Project: iPhone Design Concept

Preview the Design Folio via this Imgur Album.

I presented my portfolio alongside Technical Drawings [3MB PDF], and an iPad showcasing the design.


About Me

An aspiring graphic designer with a passion to create beautiful & effective designs.

Seventeen years old with the eagerness to learn & a passion for design. Enthusiastic & hard working, with meticulous attention to detail. Excited to pursue a career in graphic design, I have high hopes to work & live in sunny California.

You can see my portfolio here.

The User Experience Honeycomb

The User Experience Honeycomb is a honeycomb of seven cells, each one containing the different core aspects and attributes to weigh for UX, similar to a Venn diagram.

Useful – The design must actually have something to offer in functionality versus existing designs and empower the user to accomplish real goals, better than solutions that already exist. We can’t just be happy with meeting expectations.

Desirable – Leading from this, we must ensure that the visuals and presentation are pleasant to use, and make the user think “I like how this handles it, versus other solutions”.

Accessible – While it’s doing something to make it more useful than other designs, and presenting itself in a new and intriguing way, it also must not raise the learning curve or alienate those experienced with old, standard models of the solution. So, this points out balance and not making things over complex.

Credible – We must present our design in a way that users will respect it as a professional solution, or if it is a website, that we’re professional and what we say is believable and reputable. This one’s a bit ambiguous, and things like the Website Credibility Project provide insight into this, but … eh.

Findable – This is all about eye tracking and recognition, that different elements and components of a design are easy to spot, and there’s no blankly staring at the design, trying to figure out where anything is. People should be able to start poking at it right away, even if only with limited productivity and success.

Usable – It needs to work properly, with no major glitches or inconveniences. This one’s pretty obvious.

Valuable – This one’s at the center, and we see how this goes full circle, as this connects to all the other attributes, and no matter where we start on the honeycomb, by process of related goals to reach, we wind up right back at the same place.

User Centered Design

Too often, systems are designed with a focus on business goals, fancy features, and the technological capabilities of hardware or software tools. All of these approaches to system design omit the most important part of the process – the end user. User-Centered Design (UCD) is the process of designing a tool, such as a website’s or application’s user interface, from the perspective of how it will be understood and used by a human user.

The ISO standard describes 6 key principles that will ensure a design is user centered:

  1. The design is based upon an explicit understanding of users, tasks and environments.
  2. Users are involved throughout design and development.
  3. The design is driven and refined by user-centered evaluation.
  4. The process is iterative.
  5. The design addresses the whole user experience.
  6. The design team includes multidisciplinary skills and perspectives.

The goal of UCD is to produce products that have a high degree of usability. The key objectives for usability are usually described as usefulness, effectiveness, learnability & attitude.