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Category: UX Design
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.
Imagine that this is what you know about me: I am a college-educated male between the ages of 35 and 45. I own a MacBook Pro and an iPhone 5, on which I browse the Internet via the Google Chrome browser. I tweet and blog publicly, where you can discover that I like chocolate and corgis. I’m married. I drive a Toyota Corolla. I have brown hair and brown eyes. My credit-card statement shows where I’ve booked my most recent hotel reservations and where I like to dine out.
If your financial services client provided you with this data, could you tell them why I’ve just decided to move my checking and savings accounts from it to a new bank? This scenario might seem implausible when laid out like this, but you’ve likely been in similar situations as an interactive designer, working with just demographics or website usage metrics.
Touch devices have rightfully been praised for generally being much more intuitive than the decades-old computer mouse and keyboard. Users interact directly with touch interfaces, which narrows the gap between human act and software response.
Yet typing on mobile devices — in particular on smartphones — is quite the horror story. It’s slow, painful and error-prone. The obvious culprits are keyboard character size and proximity of the keys, but there are many other important aspects to consider.
What does it take to craft a great product? For those of us who design and build apps, websites and software, a great product means one that delights its users. But digital product development is a complex beast.
Delivering a successful product requires multidisciplinary teams to efficiently work through varying opinions and conflicting views and, ultimately, to gather behind a common vision with a focused plan.
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.
In my career as a user experience professional, part of my purpose has always been to help push our profession forward. And I’ve had the great privilege of being able to do just that in a myriad of ways — by writing books and articles, speaking at conferences all over the world, delivering in-house training workshops at wonderful companies, and simply doing the work for a great many clients.
If I could be remembered for just one thing, I’d want it to be this, because this is what designers and companies need to know and understand about the nature of user experience as a profession, a goal, an idea.
You’ve just created the best user experience ever. You had the idea. You sketched it out. You started to build it. Except you’re already in trouble, because you’ve forgotten something: the copy. Specifically, the microcopy.
Microcopy is the text we don’t talk about very often. It’s the label on a form field, a tiny piece of instructional text, or the words on a button. It’s the little text that can make or break your user experience.
Editor's note: Please note that this article explores an entirely hypothetical scenario, and these are opinions, some of which you may not agree with. However, the opinions are based on current trends, statistics and existing technology. If you’re the kind of designer who is interested in developing the future, the author encourages you to read the sources that are linked throughout the article.
With the Leap Motion controller being released on June 27th and the Google Glass Explorer program already live, it is obvious that our reliance on the mouse or even the monitor to interact with the Web will eventually become obsolete.
In this article, we’ll travel five to ten years into the future and explore a world where Google Glass, Leap Motion and a few other technologies are as much a part of our daily lives as our smartphones and desktops are now.
I recently travelled 2517 miles to try to solve 50 problems in 50 days using design — a journey that would challenge me to fundamentally rethink my understanding of the user-experience design process.
I set myself a challenge. I wanted to test the limits of design’s ability to solve problems — big and small. To do this, I left the comfort of my computer chair and set out into the unknown. Each day, I had 24 hours to observe a problem, attempt to solve it and then communicate the solution.
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.
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.