Posts Tagged ‘Interfaces’

We are pleased to present below all posts tagged with ‘Interfaces’.

The Line Of Least Resistance

In chess, the psychological dimension that springs from a dialogue between two brains, two ideas, two strategic conceptions that depend on the personality of each chess player has long been somewhat of a romantic mystery. How do Grandmasters think? What strategies do they use?

The Line Of Least Resistance

More often than not, the most successful strategies are rooted in our very own nature. And common to most Grandmasters is that they almost never take the easy way out. A different, better alternative is always available, and they go looking for it. That creativity, that compulsion, that drive to look beyond what comes instinctively is what fuels successful strategies and explains why so few Grandmasters are out there.

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How Usability Testing Drastically Improved My Client’s App

Most designers spend too much time with their designs to be objective about them. The best thing any designer can do is to collect feedback from real users. Testing uncovers pain points and flaws in a design that are not otherwise obvious.

How Usability Testing Drastically Improved My Client's App

Recently, I had an opportunity to experience this firsthand when iterating on HelloSign, the iOS app that enables users to scan, sign and send documents from their phone using the built-in camera. Thanks to testing, the app went from four stars to a solid five stars after a redesign.

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Sketching For Better Mobile Experiences

Mobile user experience design is maturing. One way to gauge this is to look at the tools at our disposal. Prototyping tools such as Balsamiq, Axure and Fireworks enable us to build wireframes and click-dummies, helping us to explain the targeted user experience.

Sketching For Better Mobile Experiences

Cross-browser frameworks such as PhoneGap, Zurb Foundation and jQuery Mobile help us to create prototypes using the native languages of the Web: HTML, CSS and JavaScript. We seem to be in a better position than ever to design great experiences in virtually no time.

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Beyond The Button: Embracing The Gesture-Driven Interface

As a mobile UI or UX designer, you probably remember the launch of Apple’s first iPhone as if it was yesterday. Among other things, it introduced a completely touchscreen-centered interaction to a individual’s most private and personal device. It was a game-changer.

Beyond The Button: Embracing The Gesture-Driven Interface

Today, kids grow up with touchscreen experiences like it’s the most natural thing. Parents are amazed by how fast their children understand how a tablet or smartphone works. This shows that touch and gesture interactions have a lot of potential to make mobile experiences easier and more fun to use.

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Converting Our Stories Into Multi-Screen Experiences

Storytelling takes many forms. In the past, stories were told orally, with people telling and retelling myths, fables and even histories. As writing technology became more prevalent, we began to record our stories, and we told them in the pages of books.

Converting Our Stories Into Multi-Screen Experiences

Now, our society is awash in different devices and technologies, and those traditions of spoken stories and printed stories are blurring. Multi-screen narratives are being told across all kinds of platforms, pages and devices, making for truly immersive experiences. We are watching them, tapping them and learning from them.

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What Sci-Fi Tells Interaction Designers About Gestural Interfaces

One of the most famous interfaces in sci-fi is gestural — the precog scrubber interface used by the Precrime police force in Minority Report. Using this interface, Detective John Anderton uses gestures to “scrub” through the video-like precognitive visions of psychic triplets.

What Sci-Fi Tells Interaction Designers About Gestural Interfaces

After observing a future crime, Anderton rushes to the scene to prevent it and arrest the would-be perpetrator. This interface is one of the most memorable things in a movie that is crowded with future technologies, and it is one of the most referenced interfaces in cinematic history.

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When You Shouldn’t Use Fitts’s Law To Measure User Experience

The key statement of Fitts’s Law is that the time required to move a pointing device to a target is a function of the distance to the target and its size. In layman’s terms: the closer and larger a target, the faster it is to click on that target. This is easy to understand, not too difficult to implement and it doesn’t seem to make much sense to contradict such a simple and obvious statement.

When You Shouldn’t Use Fitts’s Law To Measure User Experience

However, before you start applying Fitts’s Law on every single pixel you can find, consider a few problems that might arise for you as an interaction designer.

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