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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.
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.
Liverpool FC fans sing “You’ll Never Walk Alone” to their players during matches. UX research is best done when a team is involved. When you run UX research on your own without active observers, you are missing its point.
This article describes and gives you a tool I created called the Rainbow Spreadsheet. With it, you will be able to collaboratively observe UX research sessions with team members (or clients). You will be able to conduct research that involves the entire product team, with results that are turned around quickly and that team members will be committed to acting on.
As UI designers, we’re always interested in learning, reading user research, understanding best practices and keeping up to date on all the latest approaches and tactics for building websites and applications.
One of the most exciting concepts we’ve started to apply to our thinking is the mobile-first approach, famously pioneered by designer Luke Wroblewski on his blog and then in his subsequent book. Generally, this approach provides a healthy way to gain focus, cut the fat and get to the heart of what’s important — for both content and interaction.
Every app tells a story. Apps like Pandora tell the story of music; apps like Tip N Split tell a story of a calculator; and apps like Temperature tell the story of weather. Then we have storybook apps like Alice for the iPad, which literally tell stories!
The story of the cluttered app market is well known! Biz Report recently reported that the number of app downloads is estimated to reach 56 billion in 2013. And the San Francisco Chronicle has just reported that over 700,000 apps are for sale in the iTunes Store. Getting noticed is a major concern for app developers, and getting noticed sometimes requires not only a breakthrough app, but a compelling story.