First video of the lecture tells that negotiations it’s not only business word phrase. Basically it’s any dialogue we have, like at market, at school even home with partner.
Four main principles of any negotiation:
- Don’t feel necessity. Don’t be a hostage of necessity. We need to distinguish necessity and wish. Like food, water it’s necessities, when new iPhone or contract with client it’s wish. You can live without that contract.
- Each side has right to say “no”. Even on the last steps of project. But, when someone tells you “no”, don’t hesitate to ask why.
- Despite you are playing on your own side, first thing you need to care it’s client’s benefit. What that client will get from a cooperation with you.
- Don’t be a superman (actually I don’t agree, but I will)
Lecturer of that section Tanya discovers principles of visualization. She answers to question “How to visualize data and show what it hides”.
As the raw material for most visualization we use tables or lists. Visualization allows us to look it from general view, from big plan. And from that position we can find topics we didn’t see before. Tanya brings this picture as an example. As you see it’s a map of earthquakes throughout world. I believe it started as plain table, but the visualization reveals a big picture. Now we can say majority of earthquakes happens on the edges of tectonic plates.
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I’m reading next lecture from Bureau course of UI Designer. I want to highlight some points from there. Answering to the question what is interface Ilya mentions Jef Raskin’s book and definition from the book:
Interface it’s a way you to interact with a product. Actions you do and return you get.
Every interface has physical personalization. So Ilya introduces his own definition:
Interface it’s the rules of game and their physical personalization.
Ilya says if you want to construct interface it’s not enough just to follow logic. You need to know more, and rely on knowledge about principles of psychology, memory, how we interpret visual forms.
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The rule of of internal and external it’s a special case of proximity principle in visual design. Simply saying all external parts must be bigger than internal. For example distance between letters must be bigger than distance between lines of letter, distance between words must be bigger than distance between letters in words.
Here few examples of breaking that rule and I tried to fix it.
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