The Digital Home  Designing for the Ten-Foot User Interface. Speakers Brian Kralyevich  . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic  10’ Design principles applied and work examples   BTB029
Overview 01 Remote Control Experience 02 Goals for distance UI 03 Design principles
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.   Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
Designing for a Remote Control Experience Users interact with most PC applications using  a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles  with a remote control or games controller. 10’ design.  Creating a 10’ user interface presents new challenges. Users expect it to work like TV.  Dynamic, animated experiences.
 
 
 
10’ Design 01 Overview 02 Goals for distance UI 03 Design principles
Goals for creating great distance UI ›  Clean ›  Simple ›  Compelling ›  Consistent ›  Direct Font size,  legibility , readability,  color ,  remote control navigation , resolution,  flicker ,  contrast,  layout , graphics  and  content  all   impact  the  usability  and  design  of  your  application  or  service .
 
 
10’ Design 01 Overview 02 Goals for distance UI 03 General Design principles
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.   ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
01 General Design Principles ›  Most conventional web design principles fail when viewed from a distance. ›  Design for Media Center is related to  other distance design.  ›  Keep it clean and simple – avoid density ›  Posters, billboards, and DVD menus offer  examples of distance design principles.
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
25’  100’  200’  design
5000’  design
25’  100’  200’  design
 
 
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
02 Focus ›  This is the single most important thing  from a distance. ›  It does not have to be a button or mimic web standards. ›  Should remain consistent everywhere.  ›  Should be noticeable to user.
 
 
 
 
 
Show MCE Start menu
 
Tilting Gallery UI here Combining text focus and tilting
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text   ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
03 Readability, Fonts and Text ›  Avoid paragraphs / pages of text  ›  Serif fonts for large titles or graphic elements ›  Font sizes smaller than 16pt are un-readable ›  Create type hierarchy - few sizes
 
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
04 Keep navigation simple ›  Distance viewing real estate is tight – split  tasks onto multiple pages ›  Up, Down, Left, Right navigation  models work well  ›  Tabs or multiple scrolling sections  don’t test well
 
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC  ›  Icons and widgets generally need to be a  little larger for distance viewing
05 Graphics and Icons ›  Simple ‘consumer device’ style UI ›  Avoid fine detail – single pixel lines flicker  on NTSC   ›  Icons and widgets generally need to be a  little larger for distance viewing
 
Thank you
Q&A | Next Steps Designing for the Ten-Foot User Interface. Blogs http://blog.retrosight.com http://www.thegreenbutton.com
© 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

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The Digital Home: Designing for the Ten-Foot User Interface

  • 1. The Digital Home Designing for the Ten-Foot User Interface. Speakers Brian Kralyevich . Windows Media Center 10’ Design Context and Windows Vista MCE Richard Cardran . Zetools Design Process, 10’ Design Challenges and Principles Kate Wojogbe . Schematic 10’ Design principles applied and work examples BTB029
  • 2. Overview 01 Remote Control Experience 02 Goals for distance UI 03 Design principles
  • 3. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 4. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 5. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 6. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 7. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 8. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 9. Designing for a Remote Control Experience Users interact with most PC applications using a keyboard and mouse. 2’ design Users interact with Media Center, XBox, and game consoles with a remote control or games controller. 10’ design. Creating a 10’ user interface presents new challenges. Users expect it to work like TV. Dynamic, animated experiences.
  • 10.  
  • 11.  
  • 12.  
  • 13. 10’ Design 01 Overview 02 Goals for distance UI 03 Design principles
  • 14. Goals for creating great distance UI › Clean › Simple › Compelling › Consistent › Direct Font size, legibility , readability, color , remote control navigation , resolution, flicker , contrast, layout , graphics and content all impact the usability and design of your application or service .
  • 15.  
  • 16.  
  • 17. 10’ Design 01 Overview 02 Goals for distance UI 03 General Design principles
  • 18. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 19. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 20. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 21. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 22. 01 General Design Principles › Most conventional web design principles fail when viewed from a distance. › Design for Media Center is related to other distance design. › Keep it clean and simple – avoid density › Posters, billboards, and DVD menus offer examples of distance design principles.
  • 23. 25’ 100’ 200’ design
  • 24. 25’ 100’ 200’ design
  • 25. 25’ 100’ 200’ design
  • 26. 25’ 100’ 200’ design
  • 27. 25’ 100’ 200’ design
  • 28. 25’ 100’ 200’ design
  • 30. 25’ 100’ 200’ design
  • 31.  
  • 32.  
  • 33. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 34. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 35. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 36. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 37. 02 Focus › This is the single most important thing from a distance. › It does not have to be a button or mimic web standards. › Should remain consistent everywhere. › Should be noticeable to user.
  • 38.  
  • 39.  
  • 40.  
  • 41.  
  • 42.  
  • 44.  
  • 45. Tilting Gallery UI here Combining text focus and tilting
  • 46. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 47. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 48. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 49. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 50. 03 Readability, Fonts and Text › Avoid paragraphs / pages of text › Serif fonts for large titles or graphic elements › Font sizes smaller than 16pt are un-readable › Create type hierarchy - few sizes
  • 51.  
  • 52. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 53. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 54. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 55. 04 Keep navigation simple › Distance viewing real estate is tight – split tasks onto multiple pages › Up, Down, Left, Right navigation models work well › Tabs or multiple scrolling sections don’t test well
  • 56.  
  • 57. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 58. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 59. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 60. 05 Graphics and Icons › Simple ‘consumer device’ style UI › Avoid fine detail – single pixel lines flicker on NTSC › Icons and widgets generally need to be a little larger for distance viewing
  • 61.  
  • 63. Q&A | Next Steps Designing for the Ten-Foot User Interface. Blogs http://blog.retrosight.com http://www.thegreenbutton.com
  • 64. © 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.