This category features quality articles on usability, information architecture, interaction design and other user experience (UX) related topics – for digital (Web, mobile, applications, software) and physical products. Through these articles, experts and professionals share with you their valuable ideas, practical tips, useful guidelines, recommended best practices and great case studies. Curated by Chui Chui Tan. Subscribe to the RSS-Feed.
Digital experiences are emulating real life more and more every day. This may seem counterintuitive, considering the hate that rains down on skeuomorphic visual design, but there's a lot more to emulating real life than aesthetics.
Interface designers can emulate real-life physics and movement on a digital screen. This type of motion is becoming more common, which is why it's becoming easier for people to understand computers. We're not getting better, the interfaces are!
The kickoff phase sets the stage for the success of your product. Without properly conducting this phase, your team might as well be working in the dark. The worst enemy in product development, after all, is ambiguity.
During the initial design process for your product, answers will come from brainstorming on the product and from execution at the highest level, with all necessary stakeholders (along with their egos).
A common mistake with localized websites is considering the translated content to be just another version of the pages in the original language. Translation isn’t everything. Of course, for the user it’s all about the content: Is the content relevant and understandable and in line with the user’s cultural context?
From a commercial point of view, when you decide to create and maintain a multilingual website, you have to consider many more points than just translation. We’ll explore some of the issues to think about when localizing a website.
What you say in a user experience matters. How you say it matters equally. The way you frame communication, or how you say something, could be extremely effective at persuading people to start using your product (or to use it more).
So, how do you frame messages effectively? This article explains how design teams can do so in a way that resonates with their users.
User testing is hard. In the world of agile software development, there's a constant pressure to iterate, iterate, iterate. It's difficult enough to find time to design, let alone get regular feedback from real users.
For many of us, the idea of doing formal user testing, is a formidable challenge. There are many reasons why: you don't have enough lead time; you can't find enough participants, or the right type of participant; you can't convince your boss to spend the money.
Information architecture (IA) is one of those buzzwords you’ve probably heard before. It refers to the organization of the information on your website and how it all fits together. When planning your IA, involve users of your website in the process as soon as you can.
In this article, we’ll discuss card sorting, a tried and true technique for doing just that. We’ll go through some practical tips for running a card-sorting session, and also cover some examples.
Designer Paul Rand once said, “An understanding of man's intrinsic needs, and of the necessity to search for a climate in which those needs could be realized, is fundamental to the education of the designer.” Prototyping helps us to unveil and explore these human needs, opening the door to insightful interaction and more empathetic design solutions.
Low-fidelity prototypes, in particular, are rough representations of concepts that help us to validate those concepts early on in the design process. Throughout this article, we will look at some of the features that make low-fidelity prototyping a unique tool to radically improve your work and to build an environment in which users’ needs can be truly realized.
As mobile designers, we have a stark decision to make: do we spend time learning new tools and changing our design processes to create our own transitional interfaces, or are the tools that we've been using good enough? There's an old writing adage that advises writers, whenever possible, to “show, don't tell” when bringing characters to life. The goal is to reveal the story through the character’s experiences instead of the author’s.
When designing mobile products, we share a similar burden. Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades?
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