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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.
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.
Everyone is talking about mobile. Some e-commerce websites are venturing into it. Mobile commerce (also known as “m-commerce”) has immense potential, exhibiting a 86% growth rate and hitting $25 billion in 2012 (set to reach $86 billion by 2016, according to eMarketer).
It’s also a whole new platform, with new interaction methods and usage contexts that introduce a host of limitations and pitfalls to watch out for when designing and running an m-commerce website. With few best practices yet established, m-commerce is, to a large degree, unchartered territory when it comes to actual implementation.
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.
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.
This article is about design consultancy. It’s about wrangling that client who uses empty sentences like, “We want a snappy, simple experience,” or, “It should be on brand and should really pop.”
It’s about commanding the room and setting a vision before moving on to wireframes and pixels. While I’ll talk in terms of consultation, these ideas can be applied to the design phase of any new project.
Infinite scroll promised to provide users with a better experience. However, the good is often accompanied by the bad and the ugly. Once we understand the strengths and weaknesses of infinite scrolling, we can begin to use it to empower our interfaces.
Human nature's framed perception demands an hierarchic interface; an interface that would make it easy for users to find their way around. Infinite scroll, sometimes leaves users feeling disoriented as they travel down the page that never ends.