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This category features articles on general design principles, Web design, typography, user interface design and related topics. It also presents design showcases and practical pieces on the business side of design. Curated by Alma Hoffmann.
Nothing is perfect on the web. We can't make sure that our websites always work as intended, but we can try our best to design resilient and flexible websites that aren't that easy to break — both in terms of interface design and security. Yet neither resilience nor flexibility are usually reflected in our deliverables and mock-ups.
In practice, mock-ups usually represent a perfect experience in a perfect context with perfect data which doesn't really exist. A good example for it are “optimal" usernames which are perfectly short, fit on a single line on mobile and wrap nicely, or perfect photography that allows for perfectly legible text overlays. It's not realistic. We need to work with dynamic content in our prototypes, with both average and extremes being represented.
The internet is a wonderful place (mostly). An unprecedented revolution in communication, it continues to empower more people to publish and share their knowledge than any other phenomenon in history. It is a limitless playground of ideas and unbridled creativity. Or is it?
In 2014, Elliot Jay Stocks declared that designers have stopped dreaming. That we’ve stopped being creative. That every site looks the same. A crazy notion, considering the magnitude of tools and resources we have at our disposal. But Elliot’s been right before, and he’s not alone either.
Chances are you’ve seen it: a child glued to a tablet or smartphone, swiping fearlessly with small, sticky fingers. From airports and restaurants, to homes and even schools, mobile devices are a ubiquitous part of childhood today. Apple launched a curated ‘Kids’ category in the App Store last year that already has more than 80,000 apps.
With so many apps for kids out there, you may have considered designing one yourself. “How hard could designing for kids be?” you might think. Well, don’t let appearances deceive you. Despite their simple storylines and silly soundtracks, designing for kids is serious business. It’s not just taking grown-up content and dumbing it down. In fact, there are many reasons why designing for kids is actually more difficult than designing for adults.
As digital technologies are implanted deeper in the world, making more and more aspects of life intangible, it’s hard to imagine the world without any kind of banknotes, or paper money. In the dramatic history of our world, money became not just generic objects of payment, but also symbols of societies.
Combining utility and exclusivity, money is one of the challenging objects to design. And as with any complex task, currency design holds some valuable lessons for us, web designers. This article is an attempt to formulate some of these lessons and, therefore, draw your attention to the inspirational nature of paper money.
A company proves that it has a strong creative process by developing successful products repeatedly. We see this in companies like Apple, BMW and Google. Founders such as Steve Jobs formed a corporate culture with an intense focus on creativity and design. This culture highlights two core elements in the creative process: the ideas and the team.
The creative process can be described in one sentence: Ideas begin with a small team of creative people at the heart of the company who communicate easily with each other.
Did you know you have a superpower? No, I’m not talking about super-strength, sticking to walls or pushing metal claws out of your forearms (although you might have those as well, for all I know).
If you work on the web — which I assume you do if you’re reading this — your superpower is side projects. Unlike your regular job, where you have to listen to your boss or please your client, a side project lets you take on an alternate identity, one of which you’re in charge and no one can stop you.
Those of us who consider ourselves developers, including me, are very task-oriented. We like to be guided towards optimal results, and we find ourselves uncomfortable when there is no clear path to follow. That is why we all want to know how to do things; we like step-by-step tutorials and how-tos. However, such guidelines are based on certain theories, deep knowledge and experience.
For this reason, I will not provide you, the reader, with a structured answer to the question of how to make a website faster. Instead, I aim to provide you with the reasons and theories for why things function in certain way. I will use examples that are observable in the offline world and, using principles of psychology, research and analysis in psychophysics and neuroscience, I will try to answer some “Why?” questions.
It’s 2015 and your choice of browser has proven to be as important as your choice of operating system. Dedicated apps may be competing against browsers on mobile devices, but that is hardly the case in the desktop environment. On the contrary, each year more desktop browsers appear, and some of them can change the way you browse the Internet for the better.
Google Chrome, Mozilla Firefox, Internet Explorer, Safari and Opera dominate the world’s desktop browser market. Whichever statistics you check (NetMarketshare, StatCounter’s GlobalStats or W3Counter), you’ll notice that they often contradict each other in declaring which browser is leading the race. However, no matter which method is used to determine usage share, all sources agree that those five browsers do not own 100% of the world’s desktop browser usage. They may be the most popular, but they are not the only options available for accessing the Internet. So, what about the remaining share?
The word anticipatory comes from the Latin anticipare, which means "taking care of ahead of time." We normally associate it with something that happens, is performed or felt in anticipation of something.
In a way, most products contain at least one element of anticipation. Aaron Shapiro from HUGE defined anticipatory design as a method where it’s up to the designer to simplify processes as much as possible for users, minimizing difficulty by making decisions on their behalf.