Menu Search
Jump to the content X X
Smashing Conf Barcelona 2016

We use ad-blockers as well, you know. 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. upcoming SmashingConf Barcelona, dedicated to smart front-end techniques and design patterns.

Posts Tagged ‘Navigation’.

We are pleased to present below all posts tagged with ‘Navigation’.

Navigation For Mega-Sites

For most websites, navigation is not particularly challenging. A primary navigation bar, supported by sub-navigation, is often enough. Typically, sub-navigation displays the parent, siblings and children of the current page.

Navigation For Mega-Sites

A persistent primary navigation bar shows top-level pages, allowing users to move between sections. However, there is one class of website for which this traditional form of navigation falls short. It is what I refer to as a "mega-site".

Read more...

Design Patterns C-Swipe: An Ergonomic Solution To Navigation Fragmentation On Android

There are 3,997 different Android devices. Your navigation should work with all of them. C-Swipe can help: It is an alternative navigation pattern for tablets and mobile devices that is novel, ergonomic and localized.

Navigation Fragmentation On Android

This article provides a detailed walk-through of the design and code and provides a downloadable mini-app so that you can try out C-Swipe to see whether it’s right for your app.

Read more...

Performance & RWD Implementing Off-Canvas Navigation For A Responsive Website

The varying viewports that our websites encounter on a daily basis continue to demand more from responsive design. Not only must we continue to tackle the issues of content choreography — the art of maintaining order and context throughout the chaotic ebb and flow of the Web browser — but we must also meet the expectations of users.

Implementing Off-Canvas Navigation For A Responsive Website

They’re not sitting still. With the likes of Firefox OS (Boot to Gecko), Chrome OS and now Ubuntu for phones — an OS that makes “Web apps” first-class citizens — delivering native app-like experiences on the Web may become a necessity if users begin to expect it.

Read more...

When You Shouldn’t Use Fitts’s Law To Measure User Experience

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.

When You Shouldn’t Use Fitts’s Law To Measure User Experience

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.

Read more...

Exploration Of Single-Page Websites

We tend to think of navigating a website as clicking from page-to-page via some kind of global navigation that's always visible. When it comes to a single page, we often think scrolling is the one and only way to move from one end to the next. Sometimes global navigation and scrolling are the best, most appropriate ways to move about, (however, they aren't the only ways).

Navigation Patterns In Single-Page Websites

The websites in this article let you scroll, but they also provide alternative ways of finding cues and means for getting around. In several cases the designs encourage exploration, which is both more engaging and also teaches you how to navigate at the same time.

Read more...

Playful UX Design: Building A Better Game

I sincerely believe that the user experience community should add game design to its toolbox of competencies. If we’re truly committed to creating satisfying user experiences, then there’s no reason why games, which can satisfy people so richly, should be excluded.

Playful UX Design: Building A Better Game

Operating successfully in the games domain means learning a new set of competencies, and I don’t want to oversimplify the challenges of designing high-quality game experiences. However, if you’re in a position to jump in and start designing, then I can at least offer a primer to help you steer clear of some of the most common mistakes.

Read more...

Responsive Menus: Enhancing Navigation On Mobile Websites

Most of us are pretty familiar with responsive Web design by now. Basically, it uses a combination of a fluid layout and media queries to alter the design and layout of a website to fit different screen sizes. There are other considerations, too. For example, a lot of work has been done on responsive images, ensuring not only that images fit in a small-screen layout, but that the files downloaded to mobile devices are smaller, too.

Responsive Menus: Enhancing Navigation On Mobile Websites

But mobile design isn’t just about layout and speed: it’s also about user experience. In this article, we’ll focus on one aspect of the user experience — navigation menus — and detail a few approaches to making them work better on mobile devices.

Read more...

Can User Experience Be Beautiful? An Analysis Of Navigation In Portfolio Websites

When users land on your website, they typically read the content available. Then, the next thing that they will do is to try and familiarize themselves with your website. Most of the time this involves looking for navigation.

An Analysis Of Navigation In Portfolio Websites

In this article, I'll be analyzing the navigation elements of a particular category of websites, i.e. portfolios. Why portfolios, you ask? Because they represent an interesting blend of creativity and development techniques.

Read more...

What Web Designers Can Learn From Video Games

Games are becoming more Web-like, and the Web is becoming more game-like. If you need proof of this, you have only to look at Yahoo Answers. Random questions are posed, the top answer is chosen, and credibility points are given to the winner. It's a ranking system that accumulates and unlocks more and more features within the system. It works because of the psychology of achievement and game mechanics and thus encourages interaction.

Screenshot

This raises the question, what can a Web designer learn from games, or — more specifically — video games? Good game interfaces have to be highly usable and intuitive, capable of handling a lot of repetitive actions in the fewest clicks possible. They need to be attractive and engaging. They need to be likeable. A good game interface adds to and enhances the user’s experience. In a game, people want the content delivered to them in a way that doesn’t break the fantasy. Any dissonance with the interface will cause an otherwise great game to fail.

Read more...

↑ Back to top