You know, we use ad-blockers as well. We gotta keep those servers running though.
Did you know that we publish useful books and run
friendly conferences — crafted for pros like
yourself? E.g. our upcoming SmashingConf Barcelona,
dedicated to smart front-end techniques and design patterns.
A new month means new wallpapers! This journey has been going on for eight years now, and each time anew artists and designers from across the globe challenge their artistic skills to cater for some fresh inspiration on your desktop. And, well, it wasn’t any different this time around.
This post features their designs for October 2016. The collection is a mix of ideas and styles, of wallpapers that are a little more distinctive than the usual crowd. All wallpapers come in versions with and without a calendar and can be downloaded for free — just choose your favorite. A big thank-you to everyone who shared their ideas with us! Happy October!
Four years ago, Jason Grigsby asked a surprisingly difficult question: How do you pick responsive image breakpoints? A year later, he had an answer: Ideally, we’d set responsive image performance budgets to achieve "sensible jumps in file size."
Cloudinary built a tool that implements this idea, and the response from the community was universal: "Great! Now, what else can it do?" Today, we have an answer: art direction!
With the tools getting more user-friendly and affordable, virtual reality (VR) development is easier to get involved in than ever before. Our team at Clearbridge Mobile recently jumped on the opportunity to develop immersive VR content for the Samsung Gear VR, using Samsung’s 360 camera.
The result is ClearVR, a mobile application demo that enables users to explore the features, pricing, interiors and exteriors of listed vehicles. Developing this demo project gave us a better understanding of VR development for our future projects, including scaling, stereoscopic display and motion-tracking practices. This article is an introductory guide to developing for VR, with the lessons we learned along the way.
Designing with “big data” is a challenging task. Matan Stauber, however, took it to the next level. With an impressive outcome. Having studied Visual Communication at Bezalel Academy of Art and Design, Israel's national school of art, Matan realized a very ambitious final project: an interactive timeline of our galaxy's history — 14 billion years, from the Big Bang to today.
We talked to Matan about Histography, about the idea behind it, and how he managed to bring it to life. An interview about stretching the limits of what's possible.
When it comes to creating prototypes, so many tools and methods are out there that choosing one is no easy task. Which one is the best? Spoiler alert: There is no "best" because it all depends on what you need at the moment! Here I'll share some insight into what to consider when you need to pick up a prototyping solution.
I've always wanted to stay up to date on the latest design and prototyping tools, testing them shortly after they launch, just to see if any of them might improve my workflow and enable me to achieve better results. In the beginning, a few years ago, I think it was easier than it is now to decide whether a new tool was useful. Nowadays, apps are being released every day, and it's kind of difficult to give them all a proper try.
To err is human. Errors occur when people engage with user interfaces. Sometimes, they happen because users make mistakes. Sometimes, they happen because an app fails. Whatever the cause, these errors and how they are handled, have a huge impact on the user experience. Bad error handling paired with useless error messages can fill users with frustration, and can lead to users abandoning your app.
In this article, we’ll examine how the design of apps can be optimized to prevent user errors and how to create effective error messages in cases when errors occur independently of user input. We’ll also see how well-crafted error handling can turn a moment of failure into a moment of delight.
For the last few years, whenever somebody wants to start building an HTTP API, they pretty much exclusively use REST as the go-to architectural style, over alternative approaches such as XML-RPC, SOAP and JSON-RPC. REST is made out by many to be ultimately superior to the other “RPC-based” approaches, which is a bit misleading because they are just different.
This article discusses these two approaches in the context of building HTTP APIs, because that is how they are most commonly used. REST and RPC can both be used via other transportation protocols, such as AMQP, but that is another topic entirely.
If there is one thing that will stand the test of time, it's thumb placement on mobile devices. This makes consideration of the "thumb zone", a term coined in Steven Hoober's research, an important factor in the design and development of mobile interfaces.
Have you ever interacted with a mobile website or app that simply didn't play nice with your thumbs? Perhaps you've had to stretch to get to an important menu, or swiping turned into a battle with multiple swiping elements. Mishaps such as these reveal poor consideration of the thumb zone.
Hand lettering has taken the world by storm. It has become the beautiful connection — a juxtaposition — between design and words. The letter forms in the typography have been broken down into their shapes, flourishes, and textures.
Hand lettering speaks volumes. This is an art form which allows us to see the space between the letters, and the style of the lettering as a piece of art that can deeply evoke emotions and bring meaning — nostalgia, happiness, joy, and love.