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Category: UX Design
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.
Editor’s note: Welcome to Smashing Magazine UX Design Q&A. It works like this: you send in questions you have about UX Design, and each month we’ll pick a handful of questions asked by our readers about best practices in designing smart and usable experiences.
They will be answered by Christian Holst, a regular author here on Smashing Magazine and founder of the Baymard Institute. Prior to cofounding the Baymard Institute in 2009, he worked as a usability engineer in the hearing-aid, credit-card and consulting industries.
There has been a slight change in the UX Design editorial team. Unfortunately, Francisco Inchauste is stepping down from the UX Editor role to pursue new opportunities. We'd like to introduce you to our new editor, Chui Chui Tan, who will continue to publish high-quality articles in this section. Whilst we wish Francisco only the best in his new adventures, we hope you'll continue supporting and enjoying the future articles published in this section.
The history of the Internet has been a steady march towards websites that are richer, bigger and more interactive. As websites have become more robust, we — as designers and developers — have often placed the burden on our users to make more decisions, each of which distracts them from their wants and needs.
However, by using a combination of technical solutions and some careful decision-making on our part, we can often remove interface barriers for our users.
Planning user experience (UX) projects is a balancing act of getting the right amount of user input within the constraints of your project. The trick is to work out the best use of your time. How can you get the most UX goodness for your client’s budget? This article explains how to choose the right mix of tools for the task at hand.
The planning phase is all about understanding what you have been asked to do and working out the best combination of activities that will give you the outcome you need, within the time, budgetary and resource constraints of the project.
In one of the first usability tests I ever did, I met a lovely old lady who could not use a mouse. She kept lifting it in the air and pointing at the screen, speaking words of encouragement to the cursor. At the end of the test I got absolutely nothing, but she did think I was a “lovely boy” who should meet her granddaughter.
Very quickly I learned the value of setting very clear criteria for participant recruitment. If you've ever run a usability test before, you'll know that it's not as easy as it looks. Although it's not rocket science, there are some intricacies that can make a big difference.
People are increasingly using their smartphones as a replacement for desktop computers, even for activities such as shopping and purchasing. And as more people move away from the desktop and onto mobile-optimized websites to shop for products and services, website creators can use established design patterns to help kickstart a mobile e-commerce project.
Having a good mobile e-commerce experience matters a lot. In fact, recent research has found that people are 67% more likely to make a purchase if a website they’ve reached on their phone is smartphone-friendly.
In computer science, the term “adaptive system” refers to a process in which an interactive system adapts its behavior to individual users based on information acquired about its user(s), the context of use and its environment.
Although adaptive systems have been long-discussed in academia and have been an aspiration for computer scientists and researchers, there has never been a better time than today to realize the potential of what future interaction with computer systems will be like.
The key statement of Fitts’s Law is that the time required to move a pointing device to a target is a function of the distance to the target and its size. In layman’s terms: the closer and larger a target, the faster it is to click on that target. This is easy to understand, not too difficult to implement and it doesn’t seem to make much sense to contradict such a simple and obvious statement.
However, before you start applying Fitts’s Law on every single pixel you can find, consider a few problems that might arise for you as an interaction designer.
The Web is technical by nature. Different scripts and pieces of code are linked together through hyperlinks, forming an endless net of interwoven, encrypted information — data that is accessible only through technical interfaces, such as Web browsers, or applications.
Yet, Web professionals have made it their calling to tame the “wild” Web and turn it into an accessible, user-friendly and, most of all, personal medium. Designers can do plenty of things to counteract the technical appearance of the Web. One very effective way is simply to make it look less technical, by using a more human, personal style.