Canonical Voices

Posts tagged with 'design'

Iain Farrell

Happy by Sergei Pozdnyak

The submissions process for Ubuntu 14.04 is now closed. If you’d like to look at the images head over to the Flickr Group. From here on a group of dedicated and splendid individuals will get together to select the images that are going to go into the next release of Ubuntu. We’ll be hanging out on #1404wallpaper on Freenode and you can come listen in :)

We generally welcome discussion but please remember that a decision is needed from the time that people volunteer so not too much additional debate.

We’ll start with a meeting tomorrow, Friday 7th March, at 19:00GMT.


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Inayaili de León Persson

Ubuntu Resources — beta!

Today we’ve released a new version of Ubuntu Resources with some new functionality and design improvements, and we’ve now moved from alpha to beta!

Feedback

We asked visitors to the site to give us their feedback based on their visits on their mobile devices, and we received lots of useful comments since we launched the alpha version of the site in November.

Several of the comments focused on the same themes, which became our areas of focus for this release, such as:

1. Understanding which site you are visiting

Because of the way we were using the Circle of Friends roundel without the “ubuntu” wordmark next to the word “resources”, many people didn’t understand that was the name of the site. In this iteration, we went back to using the standard brand extension, reducing the overall size of the logo and making that more clearly the title of the site and homepage link.

Navigation before and afterNavigation before (left) and after (right).

New landing pages

2. Understanding the variety of content that the site has to offer

Some people thought they had landed on the “Ubuntu Blog”, because of the way the homepage and other topic pages were laid out.

We’ve designed landing pages that are more curated and show the most recent and featured content with the option to see all archived content related to that topic near the bottom of the screen.

3. Learn more about the topics presented (cloud, server, etc.)

A common mistake when designing for brands you’re familiar with is to think other people will have the same understanding of it as you do.

Some people that we showed the site to and that were not too familiar with Ubuntu or Canonical did not understand exactly what we meant by “Server” or “Ubuntu on phones”, for example. Links to learn more about these topics used to be at the bottom of screens, so we moved that content to the top of the topic landing pages for easier access if you’re new to the subject.

Topic introsNew introductions to the topics.

Learnings from Canonical.com

With the launch of the new Canonical website in January, we changed the way some of our small screen patterns work:

  • We’ve updated the font sizes, so they are now slightly larger
  • We’ve updated the background of the pages
  • We’ve change the way content is divided, reducing the number of lines and using different blocks of colour instead

These were fed back into Ubuntu Resources so that we can keep our patterns as consistent as possible across sites.

In terms of the less visible updates, we’ve also:

  • Improved the pre-populated messages when content is shared
  • Tweaked the style of the tags which can be used to navigate the site
  • Fixed some bugs in the rendering of SVG icons

Next steps

In the next iteration of the site, we will be focusing mainly on layout improvements for medium sized screens (think tablets), as at the moment the site is still only displaying the small screen style sheet regardless of screen size.

We’ve already started to improve the search functionality, so that it’s possible to filter search results, but visitors should only be seeing these changes in the next release, in a few weeks.

Once we’ve built the site to scale up to large screen sizes smoothly, and have integrated all the top-priority functionality, the plan is for it to replace the current Insights website.

If you haven’t checked it out yet, head to Ubuntu Resources and feel free to send us your comments via the feedback link in the site’s footer.

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niemeyer

As originally shared on Google+, and as a follow up of the previous post covering OpenGL on Go QML, a new screencast was published to demonstrate the latest features introduced around OpenGL support in Go QML:

Refrences:

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Katie Taylor

App Design Clinic #8

This week we dedicated the short clinic to sizing, and ensuring widgets and items are usable (touchable).

We covered…

  • The Ubuntu grid unit – for more information, see http://developer.ubuntu.com/api/qml/sdk-1.0/UbuntuUserInterfaceToolkit.resolution-independence/)
  • Minimum touch target size – 4×4 gu
  • A sneak preview of the updated widgets coming to Ubuntu Touch

If you missed it, or want to watch it again, here it is:

 

 

The next App Design Clinic will on Wednesday 26th February. Please send your questions and screenshots to design@canonical.com by 1pm UTC on Tuesdays to be included in the following Wednesday clinic.

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Katie Taylor

App Design Clinic #7

This week in App Design Clinic #7 we reviewed 3 apps: SocketWorld (for finding and comparing plug types), Flashback (an entertainment app using Trackt) and Capitals (a game about capital cities).

For this session we covered questions such as
- First use prompting and introductions
- Margins and alignment
- App structure, linking from one part of your app to another

If you missed it, or want to watch it again, here it is:

 

 

Please send your questions and screenshots to
design@canonical.com by 1pm UTC on Tuesdays to be included in the following Wednesday clinic.

The next App Design Clinic will be in 2 weeks, on Wednesday 12th February.

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Bejan Alizadeh

Sheets transition

We’ve recently been exploring how the share transitions should work when you’re previewing a photo in gallery mode. Our main goal is that there is a consistent transition for sharing photos across the phone.

This is the latest iteration of the explorations we’ve been doing, and, as such, these transitions are still work in progress, but certainly worth sharing.

Step by step


Video: Sharing a photo in photo gallery mode

The first transition happens when you select “Share” from the toolbar. This takes you to a ‘content picker’ mode where you can select where you’d like to share your photo (Facebook, Twitter, etc.).

The intention is that the ‘content picker’ transition is similar to the ‘page stack’ one — which takes you deeper into the app — but because you’re going into a ‘content picker’ mode the transition needs to be slightly different. That difference is the direction: instead of going from right to left it goes bottom to top.

Once you’ve selected how to share your photo, the screen splits slightly below where you’ve tapped (in the example, below Facebook), and there is a subtle transparency fade so that the transition is less jarring.

In the next step, the transition takes you to an embedded Facebook share page, where you can write a description about the photo you’re posting. Once you select the description box, the OSK keyboard comes from the bottom to top, something that is always consistent across the phone.

When you click “Post”, a similar transition to the selecting share transition, but reversed, takes you back to the photo.

Your feedback

As I’ve mentioned before, this is still work in progress, but we’re really interested in hearing your thoughts — let us know what you think in the comments.

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Inayaili de León Persson

New year, new website: the new canonical.com

We’ve been talking about it for a while and we are now happy to reveal Canonical’s brand new website.

The brief

We thought that it was more than appropriate that, in the year that Canonical commemorates its 10th anniversary, our website got some love, so that’s exactly what we set out to do.

Canonical on devicesThe homepage of the new canonical.com on various devices

The main goal of this redesign was to create a website that clearly communicates what Canonical is and does. To present our services, describe our role in the creation of Ubuntu and to give users an understanding of the principles behind Canonical as a company.

The journey

We set out to distill the Canonical site into its most essential components. This required a huge amount of editing as the site had grown over time. This was not a straightforward task, but there were a few things that we knew would get us very close to that goal:

  • Clearly define canonical.com’s audiences and make sure the new site’s content was created with them in mind
  • Move the content that dates easily (events, news, etc.) from the site to a searchable repository
  • Move all detailed product and service information to www.ubuntu.com to make it more easy to find

We started preparing to move a lot of the content that previously lived on the site a few months ago when we started the Ubuntu Resources project — a place for content such as news, events, press releases, white papers and case studies.

Ubuntu Resources (currently in ‘alpha’) is also our first responsive site, and a lot of the lessons we have been learning from it, code- and design-wise, have been applied to the new canonical.com, like the small screen site navigation and the global Ubuntu sites navigation.

Carla has published a very interesting post on how she used stakeholder interviews to define the website’s key journeys and audiences. This research was instrumental in keeping the content of the site focused and the information architecture as simple as possible.

Before moving onto a digital format, we did a lot of collaborative sketching, churning out ideas on how we could illustrate each page’s message.

Sketching ideasGenerating ideas: some of our sketches

Even though we were working towards a fairly tight deadline, we went through several content, design and code iterations, with copywriters, designers and developers working closely together and improving as much as possible until we were happy with the results.

Canonical status boardOur ever-changing analog status board — sometimes only sticky notes will do!

The visual design borrowed most of the underlying patterns from www.ubuntu.com, such as the grid and font sizes. Ubuntu’s website has been evolving into a more ‘open’ design and the new Canonical website takes that idea even further by removing the main content container and increasing spacing between elements.

We also brought in new patterns, influenced by the design work that is being done on the phone and tablet, like the grid used in small screens, the Ubuntu shape (the squircle) and the folded paper background.

Phone patterns on canonical.comUsing the squircle and the folded paper background on the new canonical.com

The result

We’re very happy with the result, and we think it achieves the goals we set out to accomplish. Now that the site is launched though, it’s up to everyone who visits it to let us know how we did: do let us know your thoughts in the comments!

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Bejan Alizadeh

Messaging interaction

We’ve currently been working on user interaction for sending and deleting multiple SMSs and we thought it would be nice to show you where we’re going with it.

Here are some of things that we’ve had to consider when making these interactions user friendly:

  • making sure the transitions fit within our paper metaphor — for example, when you select a message thread we wanted it to feel like it’s taking you deeper into the app
  • just like with the visual assets, transitions also need to be consistent — for example, whenever you’re diving deeper into any app the transition should be similar
  • making room for scrolling and seeing more messages without the keypad taking too much space
  • making sure it’s clear when a message is pending
  • initial exploration into how to navigate back within an app


Video: Sending messages


Video: Deleting messages

As with many of the current interactions, these are work in progress — we’ll be keeping you updated with any further developments.

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matthieu-james

The new Ubuntu icons

During last month’s vUDS we showcased the latest design explorations for the new Ubuntu icon theme. Here is a summary of what we presented.

Our objectives

This project’s main goal is to create a single modern, high-resolution icon theme for desktop and touch devices that can adapt to various screen densities and reinforces the Ubuntu user experience. We want our icons to express our values and convey Ubuntu’s personality in a unique way.

We already had mobile icons for the applications and symbols, but, because they evolved over time without strong guidelines, did not form a consistent set. On the desktop, even though the style is clean and consistent, the icons looked dated and needed to be replaced too.

Previous desktop icons
Previous mobile and monochromatic iconsThe previous version of desktop, mobile and monochromatic icons

New icons

We’ve been working on this on-going project for the past year. We’ve done extensive research on the subject with a focus on learning how best to classify the icons; and we’ve gone through several design iterations and explorations.

So here is the latest iteration of the new icon set. As I’ve mentioned, these are all still subject to change as we’re constantly improving and refining the designs.

Latest application iconsLatest application icons

Latest symbol iconsLatest symbolic icons

Icons in contextIcons in context — one of the latest design explorations of the dash

Next steps

The goals for 14.04 are to provide a new icon theme for mobile and tablet, and to provide guidelines with templates to help people to design consistent icons for their apps. We’d like to eventually implement the new set on the desktop too.

We’ve had lots of good feedback so far, and we’d like to get even more, so please let us know your thoughts in the comments!

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Christina Li

On 19-21 November we had our vUDS where we got to discuss and share with the community some of the design work we’ve been doing recently.

Our topics ranged from our design blog to convergence designs to Juju GUI cloud to icon designs!

If you missed any of our sessions, don’t worry. They are all below for you to check them out!

Design Blog

Love our blog? How can we make it better? What topics would you like to see?

Responsive Design

Hear about our thoughts on converging our patterns, components and designs from phone to tablet to desktop.

App Design Clinic

Every two weeks, we gather to talk about app designs and patterns. If you are developing an app or have any questions on apps, let us know!

Designing a responsive website and web guide

We talked about the process of designing a responsive website and shared the current web style guide we have been using for the main Ubuntu.com site.

Research on Windows and Android usability

Juju GUI design evolution

User research has informed the way Juju GUI has changed over the last year. Here is the evolution of Juju GUI.

Designing icons for Ubutnu

We have been designing icons for Ubuntu Phone and Tablet and Desktop. Check them out!

Let us know what you think, or suggestions on what you want to see next from the Design team at the next vUDS!

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matthieu-james

Juju ice-cream icon design

Who doesn’t like ice-cream? Here in the design team we sure do! In the last few weeks we’ve been preparing a special Juju demo for the OpenStack Summit in Hong Kong and we’ve created some very ‘tasty’ icons for it. We thought it would be nice to show you how those icons were created, so here’s a little insight on the design process.

The brief

We wanted to replace the normal Juju icons for something a little bit more special in order to explain to people that visited the Ubuntu stand what kind of things Juju can do. We decided to use the idea of an ice-cream with toppings and sauce which you can build in the same way that you can build services in Juju.

The best part of this demo is that people would actually get the ice-cream they had ‘built’ in Juju in real life!

JujuThe Juju interface, with its default icons

Finding good concepts

The first thing I needed to do was to find good concepts to present ice-creams and toppings in an icon format. Toppings were going to be especially tricky, as they can be very small and therefore hard to make out at small sizes.

I initially sketched and designed some ideas that were using a kind of flat look. This worked well for the ice-cream, but not so much for the toppings — I soon noticed they had to be semi-realistic to be recognisable.

Initial flat sketches
Initial version of the Juju ice-cream iconsInitial sketches and designs following a flat and more simplified look

At a second stage, I added perspective to the icons; it was important that the icons kept the same perspective for consistency.

Sketches with added perspectiveAnother set of sketches with added perspective

The shape of the sauce bottles was also something that needed a bit of trial and error. The initial design looked too much like a ketchup bottle, so we’ve decided to try a different approach.

Before and after sauce bottle shapeBefore and after shape of the sauce

For the backgrounds, I chose to use vibrant colours for the ice-cream icons, to contrast with the ice-creams’ monochrome palette, but paler colours for the toppings, as these are already quite colourful.

The amount of detail added to the icons is just enough for what we needed to show and for them to be recognised. I’ve also added larger pieces to the side of the toppings, to make them easier to be identified.

Juju Oreo toppingThe Oreo topping icon, with a side of Oreos

Working out the detail

The Oreo pieces were created from a single biscuit, which I cut into 9 different parts and then distributed in different layers — I guess in a similar way to what happens in real life.

9 Oreo piecesThe 9 pieces used to create the icon

The clone tool in Inkscape came in handy: repeating the same small set of different pieces made the final SVG file much lighter, and also Inkscape faster.

The whole process took 4 days from brief to final icons, which is quite a tight deadline, but it was a really fun project to work on.

Final icon setThe final icon set

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Inayaili de León Persson

The new Ubuntu Resources

Today we’ve launched the alpha version of our latest project: the Ubuntu Resources website.

This is our first responsive project that follows the mobile-first methodology and we’re very excited to share this with everyone!

As you’ll be able to see, we’re not quite done with it yet, but we wanted to share what we’ve created so far, so we can get feedback and keep improving the design and expanding the features.

Ubuntu Resources on a phoneThe new Ubuntu Resources on an Ubuntu-powered phone

A little bit of background

This project grew from the need to separate content like case studies, news, press releases and events, from the core of the Canonical and Ubuntu sites — and it will eventually replace much of what currently is at insights.ubuntu.com. As the site is designed for reading and engaging with longer pieces of content, we thought it would be the ideal place to explore mobile-first and responsive approaches. And we plan to use what we’?ve learned from it to make www.ubuntu.com and our Web Style Guide responsive.

Scaling things down

We started the research phase taking a holistic view of the project, trying to understand what types of content and users we wanted to target. We realised that with limited time and resources we would have to divide the project into different releases, so that we could make sure each aspect of the site was given the attention it deserved.

The first and current release of the site — alpha — focuses solely on small screens. The main goal is that all the content is accessible and the visual style and features will be progressing and being added as we go.

WireframesInitial wireframes across a variety of screen sizes

Reusing existing styles

One of the challenges in this project was deciding how we were going to integrate the existing Web Style Guide, which we’ve been using internally for a while now and will be made public on design.ubuntu.com soon.

Ubuntu Web Style GuideSneak peek of our Web Style Guide

We decided to use a minimal version of the style guide that kept the Ubuntu Resources’ style coherent with www.ubuntu.com and that we could improve on.

You’ll also notice small details that align with our phone design, like the grid, navigation selection and icons, and we’ll be adding even more in the upcoming releases.

What’s coming

Apart from working on the larger screen versions of the site, some of the things we will be looking into for the next iterations are:

  • the ability to subscribe to different types of content
  • more curated topic landing pages
  • content filtering and sorting
  • cleaner URLs
  • the way we handle PDFs and other file formats
  • more content like a press section

Go and have a look at the site and let us know your thoughts. We want to know what you like and what you think can be improved, or any other comments you might have — we’ve included a handy link to the feedback form at the bottom of every page. Enjoy!

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Christina Li

November Brown Bag lunch

Some of us in the Design team have been gathering on a monthly basis to have lunch together and share things we find interesting to us.

Today, I’d like to share with you the Brown Bag lunch we had this week.

Vesa shared with us his interest in photography and showed us some of the shots he took over time.

9690256316_8c4040a4bb_bWestminster at night by Vesa (flickr)

I came across an inspiring research done by Helen Hamlyn Centre for Design at the Royal College of Art in London. The research focused on facilitating older people using mobile phones, rather than designing a simpler phone for them to use.

And, our challenge of the month was to build the tallest paper tower! Each team had 20 pieces of paper and 6 minutes, with 2 rules:

1. You can only use paper to build your tower
2.You can tear or fold the pieces of paper.

Well, I’m happy to report that Rachel, Vesa and Olga proudly won this challenge with their paper tower!

photo (2)

How would you build your tower in 6 minutes?

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Rosie Zhu

Since we released the initial demo of Ubuntu on phones, we’ve been looking at refining the whole Suru theme — the theme on Ubuntu for phones and tablets — and creating visual guidelines for it.

Two of the things that we evolved were the treatment of the indented style and the corner size of the Ubuntu shape — the squircle. We wanted to make sure these were consistent across the theme so that any designer and developer could follow the same guidelines.

The Ubuntu squircle shapeThe Ubuntu squircle shape

Explorations

There were lots of discussions about what kind of shadows we should use — blurred shadows, sharp shadows or a combination of the two — to represent the indented style, and we went through various iterations.

Variations on grey backgroundVariations on grey

Soon after we started looking into the indented style we decided to look at the corner size of the shape at the same time, as they work together. Since the squircle is not an ordinary shape, it can’t just be scaled up and down as needed, so we arrived at four different corner sizes that can be used in the different sizes necessary across the theme.

The four different corner sizes of the Ubuntu shapeThe four different corner sizes of the Ubuntu shape

One of the main goals for the shadows was to make sure they worked with different images inside the shape and on different backgrounds. We also needed to consider the pressed state of the shape, which has a bigger shadow inside.

Variations of icon on different backgrounds in the normal and pressed statesVariations of Maps icon on different backgrounds in the normal and pressed states

When the shape is used, it’s not always indented (like in popovers and notifications), so we also had to study these variations too.

Final styles

And finally after many iterations, discussions and reviews, here are the current styles of the indented and non-indented shapes.

Telephony icon on different backgroundsTelephony icon on different backgrounds

We’ve started to put these guidelines on design.ubuntu.com, where you can follow their evolution.

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Inayaili de León Persson

Release month is always a busy one for the web team, and this time was no exception with the Ubuntu 13.10 release last week.

In the last few weeks we’ve worked on:

  • Ubuntu 13.10 release: we’ve updated www.ubuntu.com for the latest Ubuntu release
  • Updates to the new Ubuntu OpenStack cloud section: based on some really interesting feedback we got from Tingting’s research, we’ve updated the new pages to make them easier to understand
  • Canonical website: Carla has conducted several workshops and interviews with stakeholders and has defined key audiences and user journeys
  • Juju GUI: on-boarding is now ready to land in Juju soon
  • Fenchurch (our CMS): the demo services are fixed and our publishing speed has seen a 90% improvement!

And we’re currently working on:

  • Responsive mobile pilot: we’ve been squashing the most annoying bugs and it’s now almost ready for the public alpha release!
  • Canonical.com: with some of the research for the project already completed, Carla will now be working on creating the site’s information architecture and wireframing its key sections
  • Juju GUI: Alejandra, Luca, Spencer, Peter and Anthony are in a week-long sprint in San Francisco for some intense Juju-related work (lucky them!)
  • developer.ubuntu.com: we have been working with the Community team to update the site’s design to be more in line with www.ubuntu.com and the first iteration will be going live soon
  • Fenchurch: we are now working on a new download service

Release day at the Canonical office in LondonRelease day at the Canonical office

Have you got any questions or suggestions for us? Would you like to hear about any of these projects and tasks in more detail? Add your thoughts in the comments.

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Luca Paulina

Over the last year we have been working on the Juju GUI to reach a broader audience. Juju is a way of building complex cloud environments. It connects different services, allows complex configuration and the ability to scale out quickly and easily. Juju is offered as a command line tool or as a GUI on the web.

The team

For the last 6 months a small dedicated team has been working together to push the design of the Juju GUI forward. The design team consists of 2 user experience designers, Alejandra and Luca, and 2 visual designers, Jamie and Spencer. The project has raised many questions and one of them was what it is like designing a product you don’t use. In this blog post Jamie and Luca attempt to clarify our process.

No assumptions

Luca: As a user experience designer part of my process is to create assumptions to further thought, design and development, these are later validated in interviews with stakeholders, user testing or with the development team. An assumption is something that is generally accepted as being true without proof. I’ll never be a direct user of Juju, therefore creating assumptions for the type of audience that the Juju GUI is designed for is an interesting challenge.

To help build assumptions, ideate and create cohesive user flows that will later be tested I’ve had to run planned and impromptu workshops, ask questions, have daily hangouts with the development team,  run week long sprints, ask more questions and lock myself away in the Juju war room to immerse myself in the world of Juju.

Juju_war_room

Jamie: From a visual perspective this digital product is unlike anything that I’ve worked on in the past. Whereas some rules of typography, hierarchies and readability apply to the design I’ve found myself a lot more focussed on subtle detailing and refinements than ever before. This is because users of the GUI are wanting to complete tasks, they want to be able to deploy their environments as quickly and painlessly as possible. So the design job became about helping them do that without the GUI getting in the way. It is intended to lay lightly across the canvas, aiding users when they need and not obstructing them when they don’t.

Juju GUIThe Juju GUI

Extensive and continuous research

Luca: I’m always surprised by the sheer amount of complexity that the GUI entails. The varying needs of our core target audiences means that we have to conduct a lot of research when we create user flows, ideas and when we’re examining if a feature is needed. Thankfully we have a great user research team which helps find users, conducts the testing and helps interpret the results.

I’ve found that with this particular product the interpretation of feedback has been key to making sure our designs resonate with our users. The feedback is catalogued in a document and shared out amongst the development teams to gain their insights and ideas as well. Solutions are then ideated and the design team then acts upon them creating new designs.

Jamie: The user testing results and feedback from the community has been key to the development of the visual style for the GUI. We’ve been through numerous rounds of testing to get to this stage of design development and each round of tests has moved the design forward. Once a round of testing has been completed the team will review the findings and create design tasks to solve any issues highlighted by the testers. The users we’ve tested with have been high-level cloud architects and system administrators, so familiar with the type of tasks that the GUI performs just not familiar with the way in which we perform those tasks in the GUI. Assumptions we’ve made about the way they would use the GUI have sometimes been mistaken so the design really has been guided by the users.

Juju GUI design evolutionEvolution of Juju’s interface

Constant validation from a multidisciplinary team

Luca: Throughout the project the need for validation on concepts and ideas has been incredibly important. The agile process we use allows us to create wireframes and designs quickly and get them in front the dev team and get their insight and feedback, we’re lucky enough to have a near 24 hour working cycle (Teams in Europe, North America and Australasia). Because of this it’s not uncommon for a design to go through many iterations in a week, for example; the inspector wireframes (pictured below) went through 9 revisions in 10 working days, the complexity of the inspector design and experience was refined and finessed collaboratively with the development team, this has turned the inspector into an integral and very powerful part of the GUI.

Juju inspector wireframesDetailed wireframes for the inspector

Jamie: Working within an agile process has meant that design decisions are required to be made quickly and collaboratively within the team. The design team in London is small so we can share work internally and move designs on sometimes multiple times a day. This means we’re able to keep up with the development cycle that releases every 2 weeks and means that users can see the design evolve far faster than waiting for a yearly or biannual release of the product. As a designer it’s been hard seeing the product not pixel perfect when it’s released but we’re working hard to craft, fine-tune and round the edges of it so it will be a beautiful thing to use and interact with each new release.

Inspector designVisual iterations of the inspector

Questioning language and terminology

Luca: Juju is expanding into a new field of creating clouds by managing services not machines. This means that there really isn’t a language framework that we can rely on and one thing that has been apparent over the last 6 months is the importance of terminology and language for developers. At the beginning of the project it was difficult and time consuming to learn the established vocabulary associated with the cloud and Juju, this gave us a great reason to start questioning words and terms used throughout the GUI. We uncovered words that were already established in other web services and words that didn’t connect with the user. Questioning these words and terms made it clear that not only do we (as non-users) not understand but this would also happen with users and it allowed us to finesse the language in the GUI to something more appropriate.

Good design principles and patterns

Jamie: The GUI is not just the work of the Cloud team. To harmonize the look of the products in the Canonical stable we’ve worked closely with the design team developing the phone OS looking for ways that design patterns developed by them can be applied to the Juju GUI. We’ve also worked with the Web team to see where we can integrate any elements from their UI library. The GUI is a product but it’s not a mobile OS and equally we interact with it in a desktop web browser but it’s not a website, so it ultimately has to have it’s own look. But by pooling the collective design wisdom of the teams who have been crafting interactions in their specific fields and by using patterns and guidelines already defined in this space we can create a interface that is better than the sum these parts but with it’s own clear voice.

Good design practices

Jamie: We like to sketch here. We sketch everything out before any work is done on screen and it’s enormously useful in iterating quickly through problems that users have and trying to come up with multiple solutions to these in a collaborative way. With a small team we can sketch our way through multiple problems towards multiple solutions and then move into applications like Photoshop and Illustrator once we’ve got a clear direction of the UX. This fast way of working also allows us to keep pace with the development cycle and to be able to add features to the GUI each time we do a release. Once a feature of the GUI is open to the world we’ll gather feedback then it’s back to the drawing board to refine it.

Isle of Man workshopUX sketching during a recent sprint

Playing to our strengths

Luca: Most of the processes to provision, create and manage services in the cloud are currently carried out via command line. A priority for us has been to think about how we can use visual language to provide a layer of information and understanding not readily available via the command line. As designers we understand that with colour, structure, layout and flow we can communicate the status of a system or process in a very powerful way. We have made it our goal to bring out the strengths of the GUI by exploring visual metaphors and relationships. We established that the command line is an input output tool, the GUI doesn’t have that type of interaction and offers a more holistic approach, we offer that by having a clear hierarchy and having concise user flows. Early on in the project we made a principle to not compete with the command line but to embrace it, there are users out there who will use Juju just as a command line tool or as the GUI or a mix of both.

Charm-iconsPlayful icons helps users navigate the GUI

Final thoughts

Pretty much everyone in the team has been involved in the conceptual stage of the project, this has helped us create a cohesive product with some really powerful features. I’m sure there are a lot of designers out there working on designs for products that they won’t end up using. We wanted to take the time to highlight how we’ve approached this problem while we’ve been working on the Juju GUI project. The coming months will see a redesign of the the navigation bar, notifications, service blocks and relationship lines. We’ve given you a preview of some of these features in the visuals above.

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Inayaili de León Persson

We might have been quiet, but we have been busy! Here’s a quick overview of what the web team has been up to recently.

In the past month we’ve worked on:

  • New juju.ubuntu.com website: we’ve revamped the information architecture, revisited the key journeys and updated the look to be more in line with www.ubuntu.com
  • Fenchurch (our CMS): we’ve worked on speeding up deployment and continuous testing
  • New Ubuntu OpenStack cloud section on www.ubuntu.com/cloud: we’ve launched a restructured cloud section, with links to more resources, clearer journeys and updated design
  • Juju GUI: we’ve launched the brand new service inspector

And we’re currently working on:

  • 13.10 release updates: the new Ubuntu release is upon us, and we’re getting the website ready to show it off
  • A completely new project that will be our mobile/responsive pilot: we’re updating our web patterns to a more future-friendly shape, investigating solutions to handle responsive images, and we’ve set up a (growing) mobile device testing suite — watch this space for more on this project
  • Fenchurch: we’re improving our internal demo servers and enhancing performance on the downloads page to help deal with release days!
  • Usability testing of the new cloud section: following the aforementioned launch, Tingting is helping us test these pages with their target audience — and we’ve already found loads of things we can improve!
  • A new canonical.com: we haven’t worked on Canonical’s main website in a while, so we’re looking into making it leaner and meaner. As a first stage, Carla has been conducting internal interviews and analysing the existing content
  • Juju GUI: we’re designing on-boarding and a new notification system, and we’re finalising designs for the masthead, service block and relationship lines

We’ve also learnt that Spencer’s favourite author is Paul Auster. And Tristram wrote a post on his blog about his first experience with Juju.

Web team weekly meeting on 19 September 2013Spencer giving his 5×5 presentation at last week’s web team meeting

Have you got any questions or suggestions for us? Would you like to hear about any of these projects and tasks in more detail? Please let us know your thoughts in the comments.

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Katie Taylor

Since Ubuntu touch was announced, its been fantastic to see the variety of apps you’ve been developing, from shopping lists to word games, to apps that aid your daily commute.

As the Ubuntu Touch platform gets bigger and better, myself and the design team have been receiving more requests for feedback on designs, as well as questions about the App Design Guides and general app design. And although we are available for conversations on irc and in the email lists, what’s been missing is a place to have a more in-depth and visual conversation about app design.

Starting this Wednesday the design team will host a weekly app design clinic on Ubuntu On Air. The clinic is a chance for you to get feedback on your app’s UI, and a forum for you to ask questions about interactions, the Ubuntu brand and guidelines, visual styles, typography, colour… anything design that you want to ask.

If you would like feedback on a particular design, send a screenshot or mockup of your design to design@canonical.com before 1pm UTC on Tuesday.

The first clinic will be this Wednesday 11th September at 1pm UTC at http://ubuntuonair.com/ . Join us (or watch later) to find out more.

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Tingting Zhao

In past years, we have had many Ubuntu users getting involved in helping with our user research. Now we feel it’s time to form a user research network, which we’re calling: UbuntuVoice.

So,  if you want to:

  • be the voice of over 20 million Ubuntu users. You will have the opportunities to take part in a variety of Ubuntu user research with different products, and help shape the Ubuntu experience. You choose the ones that you are interested in.

  • stay up to date with Ubuntu. Get periodic updates (every two months) via email, such as what designers are working on, how feedback is used, and how users behave when interacting with technology.

  • get a little something extra. Some of our research will come with an incentive, or in the form of a ‘Ubuntu goody’ lucky draw, and some research will be voluntary.

…then join us today by clicking here

If you have any questions, please feel free to contact us at: ubuntuvoice@gmail.com

 

Update: Thank you very much for everyone’s support for the UbuntuVoice! We reached our target number of participants in just a day! Since we are a small team, we can’t have more participants at the moment. However, do keep your eyes on the design blog for updates.

Ubuntu user research team

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Lisette Slegers

Music app: focus on the content

Music apps that allow users to switch between player and queue mode can be quite complex. Some challenges of music apps in general:

  • Deep navigation through the music library:
    Home › Artists › Artist › Album › Play queue
  • Switching between play queue and library

And a challenge unique for the Ubuntu phone:

Tabs

The Ubuntu Music app is all about your music collection. The home screen shows a list of recently played items and the musical genres in your collection. It is easy to find your way around with the tab navigation.

Navigate to an album

Let’s open one of the albums.

Open an album

Player

Tap on a song to start playing it and enter the player view. This view combines full album art of the item that is currently playing, and a queue of all previous and next items. There are play controls in the toolbar at the bottom of the screen.

Play a song

Queue

For the next example of what you can do with the queue, let’s imagine that we have already queued up a lot more songs from various albums.

Scroll down the list to see what’s coming up in the queue. When our focus changes from the current song to the rest of the queue, the toolbar with play controls contracts. A hint of a progress bar stays on the screen; not to interact with, but as a visual hint to show something is playing and as a reference to where the play controls are.

See what's next in the queue

Users can remove songs from the queue by swiping, and move songs to a different position in the queue with drag and drop.

Bring up the toolbar with play controls to refocus on what is playing now. As the toolbar is swiped up, the queue moves back to the current item.

Back to the currently playing song

Back to the library

The user can go back to their library to find more songs to queue. Patterns for back and overflow in the toolbar are still in development so check the App design guides to find out how exactly this will work.

Back to the library

Back in the library view, we again see a hint of the progress bar to show that items are in the play queue. We bring up the toolbar and see the condensed play controls. The toolbar lets users tap play or pause on the current song, tap on the album art or song title to return to the player view, and open up the overflow actions.

Back to albums

We navigate to another album.

Open another album

Item options

To keep our focus on play controls in the toolbar and keep the toolbar as light as possible, item actions are grouped with the item and accessible via the expansion pattern. This goes for library albums and songs and queued songs. We can queue another song of the album we are looking at with the song options.

Add a song to the queue

What’s next

This is the basic UX concept for the music app. Visual design will play a big part in deciding what exactly goes where, and we will need to test if the controls are easy enough to access. Coming soon are some exciting visuals to connect the dots.

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