The document discusses the importance of discoverability and learnability in user interface design. It defines discoverability as the ability to detect a feature through visual cues or affordances. As discoverability decreases in interfaces like mobile devices, learnability must increase to accommodate users. Well-designed interfaces provide both discoverable controls for common tasks as well as learnable features for less frequent tasks through consistent logic and feedback when users experiment.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...Raj Lal
Do you know about WIMP? The Natural or Organic Interface? Zooming Interface? And what the heck is the Intelligent UI? Where are all these interfaces coming from. What about the Gesture, Haptics, Pen based and touch and even multi touch interfaces?
In this session learn from the Author of Digital Design Essentials: 100 ways to Design better Desktop, Web and Mobile Interfaces, the intriguing story of the Digital Interface. How the digital Interface started from Command line to WIMP Interface to GUI and now became the most debated topic in the design industry, Skeumorphic Design or Modern UI. See how, with the revolution of devices digital interface took turn to Natural, Touch and Organic User Interfaces. See how User Interface has evolved in last twenty years. See how the current trends in touch screens, text to speech and AI are molding the mere fabric of the User Interface and how the user adoption still is the key to a successful User Interface Design.
http://theinnovationenterprise.com/summits/digital-design-sanfran-2013/event_activities/5129
NCrafts.IO 2015 - Future of User eXperiencesVincent Guigui
Kinect, Oculus, Holograms, Wearables, Smart Objects...
Over the past few years, we have seen a rise of the new devices and sensors coming to our everyday life.
This session will explain the principles of interfaces, what is innovation and how to use these new devices to create more natural and more personal computing experiences by blurring the line between our world and the digital one.
Video available on NCrafts Vimeo Channel: https://vimeo.com/131932860
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...Raj Lal
Do you know about WIMP? The Natural or Organic Interface? Zooming Interface? And what the heck is the Intelligent UI? Where are all these interfaces coming from. What about the Gesture, Haptics, Pen based and touch and even multi touch interfaces?
In this session learn from the Author of Digital Design Essentials: 100 ways to Design better Desktop, Web and Mobile Interfaces, the intriguing story of the Digital Interface. How the digital Interface started from Command line to WIMP Interface to GUI and now became the most debated topic in the design industry, Skeumorphic Design or Modern UI. See how, with the revolution of devices digital interface took turn to Natural, Touch and Organic User Interfaces. See how User Interface has evolved in last twenty years. See how the current trends in touch screens, text to speech and AI are molding the mere fabric of the User Interface and how the user adoption still is the key to a successful User Interface Design.
http://theinnovationenterprise.com/summits/digital-design-sanfran-2013/event_activities/5129
NCrafts.IO 2015 - Future of User eXperiencesVincent Guigui
Kinect, Oculus, Holograms, Wearables, Smart Objects...
Over the past few years, we have seen a rise of the new devices and sensors coming to our everyday life.
This session will explain the principles of interfaces, what is innovation and how to use these new devices to create more natural and more personal computing experiences by blurring the line between our world and the digital one.
Video available on NCrafts Vimeo Channel: https://vimeo.com/131932860
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
In this presentation i talk about the design process for mobile. From knowing your user goals and preferences, to your business needs, and the different factors you need to consider before building an app.
Designing better user interfaces sets out to teach interface design by talking through concrete examples: what works, what doesn’t work. A good interface consists of a thousand details done right. This presentation is all about those details.
Mobile-first is a simple idea with big implications: digital products should be designed for mobile first. Not the other way around.
These are the slides for my 12 minute presentation at IA day 2012. Just a quick introduction to the mobile-first concept.
Props to Luke Wroblewski and Brad Frost. I got most of the stuff in this presentation from their presentations and blogs.
Luke Wroblewski:
http://www.lukew.com/presos/preso.asp?26
Brad Frost:
http://bradfrostweb.com/blog/web/for-a-future-friendly-web/
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
Good design is a myth - by Zoltan Kollin | UXRiga 2017UX Riga
In his UXRiga 2017 conference talk Zoltan shows how focusing on the users' needs might end up creating amazing products even when it means barbarously breaking widely accepted design guidelines.
A primer to mobile user experience. You'll learn:
‣ Why mobile matters
‣ What mobile is
‣ Mobile mindset
‣ Best practices & strategies
‣ Design principles
‣ UI elements & gestures
Pre-Conference Course: Wearables Workshop: UX Essentials - Phillip LikensUXPA International
Let's go zero to wireframe with wearables!
Wearables can be tough to understand and design for, especially if you don’t have experience with the hardware. In one evening we’ll get you up to speed on wearable technology. We’ll talk about two trends, context and continuity, and focus on how those trends will impact the user experience of screen-based wearables. Then we’ll spend the rest of our time getting hands-on by wire framing a smart watch app.
In this workshop we will:
Explore the world of wearables, and hone in on smart watches.
Explore the challenges that come along with screen-based wearables - specifically context and continuity.
Get hands-on with smart watches - wireframing a smart watch app with feedback and discussion.
You’ll leave this workshop with the skill and knowledge you need to get started designing the UX for smart watches.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
In this presentation i talk about the design process for mobile. From knowing your user goals and preferences, to your business needs, and the different factors you need to consider before building an app.
Designing better user interfaces sets out to teach interface design by talking through concrete examples: what works, what doesn’t work. A good interface consists of a thousand details done right. This presentation is all about those details.
Mobile-first is a simple idea with big implications: digital products should be designed for mobile first. Not the other way around.
These are the slides for my 12 minute presentation at IA day 2012. Just a quick introduction to the mobile-first concept.
Props to Luke Wroblewski and Brad Frost. I got most of the stuff in this presentation from their presentations and blogs.
Luke Wroblewski:
http://www.lukew.com/presos/preso.asp?26
Brad Frost:
http://bradfrostweb.com/blog/web/for-a-future-friendly-web/
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
Good design is a myth - by Zoltan Kollin | UXRiga 2017UX Riga
In his UXRiga 2017 conference talk Zoltan shows how focusing on the users' needs might end up creating amazing products even when it means barbarously breaking widely accepted design guidelines.
A primer to mobile user experience. You'll learn:
‣ Why mobile matters
‣ What mobile is
‣ Mobile mindset
‣ Best practices & strategies
‣ Design principles
‣ UI elements & gestures
Pre-Conference Course: Wearables Workshop: UX Essentials - Phillip LikensUXPA International
Let's go zero to wireframe with wearables!
Wearables can be tough to understand and design for, especially if you don’t have experience with the hardware. In one evening we’ll get you up to speed on wearable technology. We’ll talk about two trends, context and continuity, and focus on how those trends will impact the user experience of screen-based wearables. Then we’ll spend the rest of our time getting hands-on by wire framing a smart watch app.
In this workshop we will:
Explore the world of wearables, and hone in on smart watches.
Explore the challenges that come along with screen-based wearables - specifically context and continuity.
Get hands-on with smart watches - wireframing a smart watch app with feedback and discussion.
You’ll leave this workshop with the skill and knowledge you need to get started designing the UX for smart watches.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
How to ask about satisfaction on a survey by @cjformsCaroline Jarrett
Surveys often include questions about satisfaction. What is satisfaction, and what does it mean for user experience?
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
It’s easy to solve the wrong problems. Good design relentlessly questions assumptions and reframes the problem to be solved. We know this, and yet, HOW to actually reframe a problem is missing from our conversations.
In this session, Stephen P. Anderson will share tips that have helped him cut through the noise of requests and requirements, to focus on the real problem(s) to be solved. Specifically, you’ll pick up ways to see a problem from different perspectives, ways to ask why, how to draw upon seemingly unrelated experiences, how to separate real from perceived constraints, and most importantly, ways to keep yourself in check, so as not to solve the wrong problem (or if you do, you do so intentionally, for a strategic purpose!).
Whether you’re designing strategies or screens, you’re sure to pick up a few new mental hacks that you’ll no doubt use on a daily basis.
A talk given at Adaptive Path's MX Conference in March 2010. Don't bother downloading or viewing the slides--they don't make sense without the audio. You have to do the Slidecast. C'mon, it's only 5 minutes!
Unfortunately, you can't hear the gasp from the audience when we got to slide 12.
A new look at Accessibility, giving it a broader definition and rewards, followed by an Overview of the iOS Accessibility Features, and finally Guidelines for Designers and Developers, including “good” and “bad” examples to better understand how it all works in practice.
In science fiction and action films, gestural interfaces are everywhere, and new gestural input technologies generate a lot of anticipation with their kickstarter videos. And yet in the real world, gestural input (with the exception of multitouch) has gained little traction. Why is that?
We've been working with a variety of gestural technologies, trying to incorporate them into professional products, and we have learned where the problems are, and what we need to do to cross the divide between hype and practice.
This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
Overview of ios Accessibility, a look at what is on offer for a11y support in apps and also how the a11y api architecture works in ios.
Talk given in August 2016 at Dev World Melbourne Australia's national OSX conference.
10 Design Commandments for Mobile App DevelopersJigyasa Makkar
Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
Emma Woods (@CodingCockatoo) and James Buchanan from Provoke Solutions, will be sharing their experiences and thoughts on CSS for touch devices. They will go over some solutions to common frustrations such as; hover states, user feedback, zoom, touch keyboards and conflicting gestures. They will also give some helpful hints on how to test for touch device quirks.
Prototyping is essential to designing memorable mobile user experiences, but can often be overlooked at the beginning of building a product. Learn the types of prototypes, tools, and best practices for mobile product design (including overview of mobile flow and UI best practices, patterns, and frameworks).
Michael Lowry, Design Director of Mobile at Fidelity Investments, presented "Every Screen is a Touchscreen" at Harvard ABCD's May 8th 2013 meeting. Summary: The era of the mouse and desktop is quickly fading yet many designers are still approaching user interfaces with dated design principles and patterns. Designers now need to account for a multitude of new device types and input methods. Michael exposes some of the complexities and opportunities of this new world and suggest that assuming all screens are touchscreens is a necessary first-step to a successful web design.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques don’t work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
Talk given at Voices That Matter: Web Design in 2009. Although the examples are from web, it is equally (if not more) applicable to desktop, device, and mobile applications as well.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
2. Tap to Launch Turn off
screen
Press and Hold to Move or Delete
Screen Shot
Take Screen
Shot
Drag Icon Onto Another Icon
to Make Folder
Slide for Next/Previous/Search Screen
Double-Click to Reveal Active Apps
Return to Home
or Stop Moving Mode
Press and Hold for Voice (Siri)
4. Interaction design...can be thought
WTF?
of in part as providing
AFFORDANCES so that the features
and functionality of a product can be
discovered and correctly used.
Dan Saffer
Designing for Interaction (2009)
5. The New Era of
(Non) Discoverability
Dan Saffer
@odannyboy