In his article on Selling Design Systems, Dan Mall suggests to illustrate how fractured an organization is by printing out its different presences online and putting them on a large board as an example of all the wasted money and effort that goes into making sites from scratch, one-by-one, needlessly reinventing the wheel every time. What Vitaly Friedman learned from his experience is that trying to focus on the workflow or the process is never as helpful as focusing on tangible benefits that the client will get as a result.
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In this article, Igor Fastovski invites UX designers and usability experts to look at the user experience of continuous input. He will detail the process of continuous input and weigh its gains against its pain points. Igor will then apply usability heuristics and basic empathy considerations in an attempt to remove pain points and tweak the design, helping developers improve usability of continuous input apps.
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When sliders are not done well, they can cause a lot of frustration (not to mention lost sales) by standing between your customers and what they want. And getting them wrong is surprisingly easy.
In this article, Greg Nudelman and Daria Kempka will present a solution, including the design and code, for a new type of Android slider to address common problems, along with a downloadable Android mini-app for you to try out. It’s a deep dive into sliders based on a chapter in Android Design Patterns. Working with sliders is no great mystery, and there’s nothing to stop you from trying!
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Users skip or otherwise ignore dialogs, tours, video demos and transparencies. At best, users find them a minor inconvenience. At worst, the patterns significantly aggravate new users who are trying to get into the app. In this article, Theresa Neil and Rick Malley will look at why many common tutorial patterns are ineffective and how you can leverage game design principles to increase user engagement.
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An off-canvas menu is a great way to maintain context while giving the user a lot of additional information. In this article, Kyle Peatt will talk about why off-canvas has become so successful as a navigation pattern. Countless methods and patterns are waiting to be discovered by intrepid designers. The potential of this pattern is bound only by our drive to pioneer. It’s time that we explore just how far off canvas we can go!
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In this second part, Pete Smart will share what travelling 2517 miles taught him. Every day, he had 24 hours to observe a problem, attempt to solve it and then communicate the solution. For more of an introduction to the adventure, “50 Problems in 50 Days, Part 1: Real Empathy for Innovation” gives an overview of the project.
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Working walls are known by countless names. Underlying them all is a single idea: that physically pinning our sources of inspiration and work in progress can help us to rearrange concepts and unlock breakthrough insights. According to Vyas and his colleagues at the University of Twente, designers integrate these surfaces “artfully” and organize information in such a way that it empowers them to visualize and extend their work in progress.
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Things such as group brainstorming, on-the-fly presentations and open workspaces have become the norm in most design agencies. But the stereotypical extrovert is just one of the personalities that make up a successful team. A lot of people who excel at and are passionate about design are actually introverts. So, how can we better balance our teams and elevate extroverts and introverts alike? As introverted UX designers ourselves, we’ve been unsurprisingly passionate about finding answers to this conundrum.
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Web typography is as rich, versatile and accessible as ever before. Yet new opportunities introduce new complexity; and with new implementation challenges, we are all spurred to reconsider our practices. Now, we’ve reviewed the original study and explored how Web typography has changed over these years.
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Probably the most famous interface in sci-fi is gestural — the precog scrubber interface in Minority Report. This 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. By using it, detective John Anderton rushes to the scene of a future crime to prevent it and arrest the would-be perpetrator.
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