Our Processes & Principles
Our Iota 3.0 Process &
Architecture.
We combine classic brand strategy and account planning to find a brand’s true capability. Then we turn this capability into content, products, services and campaigns – creating and defining experiences that users love.
1
Identification & Analysis
Stepping into the shoes of users.
2
Evolving Wireframes
Components and layout structures.
3
Defining Visual Language
Composite Rules & Definitions.
4
Crafting Interfaces
User Facing Composites.
5
Building Prototype
Validation & Journey Construct.
Pareto's
Principle.
80/20 Rule
The Law of Vital Few and Trivial Many’, this rule declares that the majority (70-90%) of effects in a large system are caused by a minority (10-30%) of variables in that system. This rule can be applied to a range of systems including economics, engineering, design, project management, and quality control.
If users of a product utilise 20% of its functions 80% of the time, design and testing time should be concentrated on the 20% of features which are used most often. Functions which fall in the less-used 80% could be hidden from the interface or removed from the system entirely.
Card
Sorting.
LATCH Principle
Generating or evaluating website navigation, categorisation structures (i.e. taxonomies) and user journeys. It can be utilised on projects of any scale, from high-level structure to page-level prioritisation of content.
First, content or functionality is broken down into the smallest appropriate units and listed on Post-It notes or index cards. Related units are grouped together and these categories are given titles to build hierarchies. Categories and units are ordered to demonstrate routes through the system. Elements can easily be added, removed and rearranged until the optimal structure is found, at which point the result can be recorded with photography for later digitisation or further work.
Five Hat
Racks.
Information Anxiety
While information may be infinite, the ways of structuring it are not"; regardless of the specific subject material, effective structures can increase the amount of information people can retain. The 'Five Hat Racks' design principle reveals the five ways to best organise information.
The five methods are also known by the acronym ‘LATCH’.
The name is derived from an analogy, where 'hats' represent information, and 'racks' are the organisation strategies on which they are hung.
The name is derived from an analogy, where 'hats' represent information, and 'racks' are the organisation strategies on which they are hung.
Hick's
Law.
Hyman Decision Law
In situations where a decision is made between multiple equal options, the time taken is related to the number of options available. A decision between few options will take less time than a decision between many options.
In interface design, this principle is often quoted to argue for the elimination of distractions and a reduction in the number of options presented to the user. It is especially relevant for tasks where time is an issue.