Any of these happen to you?
* Tasked to develop a user interface with an incomplete design spec, so had to make guesses such as where to position on-screen elements?
* Worked on a small team without a full-time designer, and requested to “just put a screen together for a demo”?
* Been asked to consult with a user interface designer, but don’t know what types of questions to pose?
Nowadays, everyone wants attractive, easy-to-use interfaces, so if you’re more comfortable sifting through Java or C# code than OmniGraffle or Visio mockups, learn about topics that can assist in creating more usable desktop applications, mobile apps, and websites. This talk provides easy-to-implement hints that can improve even a bad or “so-so” user interface. Areas of focus include the need for consistency; “negative space”; location, location, location (it’s crucial in screen real-estate, too!); contrasting colors; and the importance of action verbs.
Responsive Design and Development "Gotchas"Andrew Malek
This session explores why choosing a good responsive framework, while assisting in development and ensuring a consistent look-and-feel, is just one piece of the much larger process of creating a truly engaging website or web application. Topics include why using the latest swiping motion du jour may not immediately make sense to all users, how a site's layout and content must truly be thought of as an architecture project to get the most "bang for the buck", and what problems that interactivity in the form of form entry can result in driving potential users and customers away, never to be seen again.
Designing for Sensors & the Future of ExperiencesJeremy Johnson
Are you ready for the next ten years? Wireframes and prototypes may not be enough. Jeremy will take you on a tour of what Design problems of the future look like, from designing for sensors to walls of screens.
With the advent of sensor-based technology, we are designing more for gestures and voice commands. How do we interact in space without tactile feedback? How do we design for universal gestures?What does a future full of screens and software look like? When everything is an interface, and hardware disappears - and what are the tools and methods to tackle this design problems?
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
8 Ways to Improve App Store User ExperienceBryan Rieger
Presentation by Stephanie Rieger of Yiibu for Informa Mobile User Experience conference in London, UK 11/09
Officially called "Developing An Interface For The Future Of Mass Market Software Distribution"
The design behind adding interactivity to an application or website seems trivial; download a free icon collection from sites such as Flaticon, Font Awesome, or iconmonstr, pick an appropriate icon, and add the image to your work. However, should there be more to this process, especially if you are concerned about people understanding how to use what you develop? Learn why the "5-second rule" doesn't apply just to picking food off the floor, how the wrong icon can show cultural insensitivity, why the manner icons are placed in a website or app may be as important as the images themselves, and how to perform icon usability tests. You may be surprised which icons users find to be generally instantly recognizable as to what functions they relate, and which others not so much.
Responsive Design and Development "Gotchas"Andrew Malek
This session explores why choosing a good responsive framework, while assisting in development and ensuring a consistent look-and-feel, is just one piece of the much larger process of creating a truly engaging website or web application. Topics include why using the latest swiping motion du jour may not immediately make sense to all users, how a site's layout and content must truly be thought of as an architecture project to get the most "bang for the buck", and what problems that interactivity in the form of form entry can result in driving potential users and customers away, never to be seen again.
Designing for Sensors & the Future of ExperiencesJeremy Johnson
Are you ready for the next ten years? Wireframes and prototypes may not be enough. Jeremy will take you on a tour of what Design problems of the future look like, from designing for sensors to walls of screens.
With the advent of sensor-based technology, we are designing more for gestures and voice commands. How do we interact in space without tactile feedback? How do we design for universal gestures?What does a future full of screens and software look like? When everything is an interface, and hardware disappears - and what are the tools and methods to tackle this design problems?
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
8 Ways to Improve App Store User ExperienceBryan Rieger
Presentation by Stephanie Rieger of Yiibu for Informa Mobile User Experience conference in London, UK 11/09
Officially called "Developing An Interface For The Future Of Mass Market Software Distribution"
The design behind adding interactivity to an application or website seems trivial; download a free icon collection from sites such as Flaticon, Font Awesome, or iconmonstr, pick an appropriate icon, and add the image to your work. However, should there be more to this process, especially if you are concerned about people understanding how to use what you develop? Learn why the "5-second rule" doesn't apply just to picking food off the floor, how the wrong icon can show cultural insensitivity, why the manner icons are placed in a website or app may be as important as the images themselves, and how to perform icon usability tests. You may be surprised which icons users find to be generally instantly recognizable as to what functions they relate, and which others not so much.
ETUG Spring 2013 - Designing for Touch: Not Just for Mobile AnymorePaul Hibbitts
While student use of tablets and mobile phones continues to experience tremendous growth, touchscreens are destined for even broader use with the release of such products as Windows 8 and the Google Chomebook Pixel. In this session user experience consultant Paul Hibbitts shares some of his core design techniques and principles to create touch-friendly websites. Techniques such as user stories and responsive design sketching will be explored, along with touchscreen interaction design principles.
In addition to discussion, participants will undertake several workshop activities. While not required, participants are encouraged to bring a touch-enabled device along with a notebook to the session.
Canada MoodleMoot 2013 - Mobile Learning: A User Experience PerspectivePaul Hibbitts
Mobile is the new reality in the world of online learning. With a focus on user experience (UX), Paul will share his design insights and techniques on how to leverage Moodle to better support anytime, anywhere learning on an ever-expanding range of mobile devices.
Drawing from his own experiences in creating and designing mobile blended learning materials on a variety of platforms, Paul will present his preferred mobile design approaches and field-tested techniques. Topics will include the fundamentals of mobile learning UX, the on-going evolution of the “mobile first” design viewpoint, and the increased importance of design for emotion. Paul will also explore what open source responsive HTML frameworks, such as Twitter Bootstrap, can offer to Moodle.
User Experience has a direct impact on your bottom line, and it’s about time we start telling execs in their own language. I’m sure many of you spend a good amount of time evangelizing what it is that you do, and the value it adds. Over the past 15 years I’ve introduced User Experience to everyone from CEOs to developers — using storytelling, metrics, and case studies you can prove without a doubt the value that you bring.
In this talk I’ll explain what metrics to track, how to position your work, and stories where User Experience directly effected the bottom line.
Originally given at the Big Design Conference #bigd16
Interactions in Responsive Web - BDConf Orlando 2014Jenn Lukas
We have the technology to add amazing interactions to our websites. With just a little bit of CSS or JavaScript, we can layer enhancements and animations onto our pages which allow our visitors to interact with our content in different ways. These enrichments, if used responsibly, can make our sites fun, memorable, and more enjoyable to use.
Examples of interactions we see range from common drop-down menus for navigation to interesting, in-depth transitions while hovering over links. Often, we rely on our mouse device to trigger actions on our sites. While we don’t want to lose these interactions, we also need to find solutions for our visitors without a mouse.
These days, we have users browsing our websites on desktops with a mouse, desktops that can touch, small screen mobile phones, large screen tablets, and more. Sometimes the endless possibilities for our audience might seem daunting, but we can find ways to make sure we optimize our site experience for the majority of our users without sacrificing our vision.
We’ll take a look at:
How interactions on your website affect your visitors
Ways to create meaningful and useful interactions with CSS animations and transitions
What happens to our actions and enhancements on mobile and touch devices
Options to make sure our interactions work well on all devices while maintaining design integrity
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Mobile first and responsive web design aren’t simply two great tastes that go great together. No they represent much more than that. Mobile first responsive web design is the responsible way to build responsive designs.
Mobile first responsive web design is the best way to build something that is both responsive from a layout AND a performance perspective.
But if mobile first is the right way to do responsive design, then why are so few people doing it? In this presentation, we’ll dig into why mobile first responsive design matters and the five techniques necessary to make it work.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
Data is all around us, which is both a good and bad thing. Good, because we need it. Bad, because there’s simply too much to know where and how to start using it. This is one of several reasons that marketing teams are currently dysfunctional – I’ll reveal the rest in my talk – but it doesn’t have to be this way. Data-Driven Design (3D) is an actionable evidence-based framework that gives marketing teams (marketers, designers, & copywriters) accelerated access to the data they really need, coupled with a process for understanding how to use that data to make informed changes to the digital marketing experiences you’re creating today. In Oli’s talk, you’ll learn how to use The 3D Playbook to narrow four hundred sources of overwhelming data into the five you actually need.
USECON RoX2016: Künstliche Intelligenz - Joy of UseUSECON
Speaker: Agnieszka M. Walorska (Geschäftsführerin von Creative Construction Heroes)
2015 war von einer beispiellosen Dynamik auf dem Gebiet der künstlichen Intelligenz (Artificial Intelligence/AI) gekennzeichnet. Und zwar nicht nur aus der technologischen Perspektive – AI wird zu einem der wichtigsten Tools für die UX-Designer. Sie kann die Interaktion mit Maschinen „menschlicher“ gestalten und sie nahtlos in unser Leben integrieren.
Aber gibt es da auch eine Kehrseite? Wird die künstliche Intelligenz das Ende des Designs und der Designer wie wir sie kennen?
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.
We carry a screen with us at all times, yet technology is already evolving beyond the screen. We must design beyond screens to ensure we can be leaders wherever, whenever and however interactions are going.
This workshop provides examples of where expertise should be leveraged beyond where many designers are currently involved and how to begin.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
There are key things that will give you a much better chance at success. While these are well documented in numerous books, articles, and videos - there are still many stakeholders that don't subscribe to some basic truths, like: product decisions should be based on evidence, or having dedicated UX Designers on product teams.
Jeremy will go over his top ten questions to ask any team to see if they're heading toward launching a great product experience.
This presentation was originally given @ Refresh Dallas on 2/12/15
ETUG Spring 2013 - Designing for Touch: Not Just for Mobile AnymorePaul Hibbitts
While student use of tablets and mobile phones continues to experience tremendous growth, touchscreens are destined for even broader use with the release of such products as Windows 8 and the Google Chomebook Pixel. In this session user experience consultant Paul Hibbitts shares some of his core design techniques and principles to create touch-friendly websites. Techniques such as user stories and responsive design sketching will be explored, along with touchscreen interaction design principles.
In addition to discussion, participants will undertake several workshop activities. While not required, participants are encouraged to bring a touch-enabled device along with a notebook to the session.
Canada MoodleMoot 2013 - Mobile Learning: A User Experience PerspectivePaul Hibbitts
Mobile is the new reality in the world of online learning. With a focus on user experience (UX), Paul will share his design insights and techniques on how to leverage Moodle to better support anytime, anywhere learning on an ever-expanding range of mobile devices.
Drawing from his own experiences in creating and designing mobile blended learning materials on a variety of platforms, Paul will present his preferred mobile design approaches and field-tested techniques. Topics will include the fundamentals of mobile learning UX, the on-going evolution of the “mobile first” design viewpoint, and the increased importance of design for emotion. Paul will also explore what open source responsive HTML frameworks, such as Twitter Bootstrap, can offer to Moodle.
User Experience has a direct impact on your bottom line, and it’s about time we start telling execs in their own language. I’m sure many of you spend a good amount of time evangelizing what it is that you do, and the value it adds. Over the past 15 years I’ve introduced User Experience to everyone from CEOs to developers — using storytelling, metrics, and case studies you can prove without a doubt the value that you bring.
In this talk I’ll explain what metrics to track, how to position your work, and stories where User Experience directly effected the bottom line.
Originally given at the Big Design Conference #bigd16
Interactions in Responsive Web - BDConf Orlando 2014Jenn Lukas
We have the technology to add amazing interactions to our websites. With just a little bit of CSS or JavaScript, we can layer enhancements and animations onto our pages which allow our visitors to interact with our content in different ways. These enrichments, if used responsibly, can make our sites fun, memorable, and more enjoyable to use.
Examples of interactions we see range from common drop-down menus for navigation to interesting, in-depth transitions while hovering over links. Often, we rely on our mouse device to trigger actions on our sites. While we don’t want to lose these interactions, we also need to find solutions for our visitors without a mouse.
These days, we have users browsing our websites on desktops with a mouse, desktops that can touch, small screen mobile phones, large screen tablets, and more. Sometimes the endless possibilities for our audience might seem daunting, but we can find ways to make sure we optimize our site experience for the majority of our users without sacrificing our vision.
We’ll take a look at:
How interactions on your website affect your visitors
Ways to create meaningful and useful interactions with CSS animations and transitions
What happens to our actions and enhancements on mobile and touch devices
Options to make sure our interactions work well on all devices while maintaining design integrity
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Mobile first and responsive web design aren’t simply two great tastes that go great together. No they represent much more than that. Mobile first responsive web design is the responsible way to build responsive designs.
Mobile first responsive web design is the best way to build something that is both responsive from a layout AND a performance perspective.
But if mobile first is the right way to do responsive design, then why are so few people doing it? In this presentation, we’ll dig into why mobile first responsive design matters and the five techniques necessary to make it work.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
Data is all around us, which is both a good and bad thing. Good, because we need it. Bad, because there’s simply too much to know where and how to start using it. This is one of several reasons that marketing teams are currently dysfunctional – I’ll reveal the rest in my talk – but it doesn’t have to be this way. Data-Driven Design (3D) is an actionable evidence-based framework that gives marketing teams (marketers, designers, & copywriters) accelerated access to the data they really need, coupled with a process for understanding how to use that data to make informed changes to the digital marketing experiences you’re creating today. In Oli’s talk, you’ll learn how to use The 3D Playbook to narrow four hundred sources of overwhelming data into the five you actually need.
USECON RoX2016: Künstliche Intelligenz - Joy of UseUSECON
Speaker: Agnieszka M. Walorska (Geschäftsführerin von Creative Construction Heroes)
2015 war von einer beispiellosen Dynamik auf dem Gebiet der künstlichen Intelligenz (Artificial Intelligence/AI) gekennzeichnet. Und zwar nicht nur aus der technologischen Perspektive – AI wird zu einem der wichtigsten Tools für die UX-Designer. Sie kann die Interaktion mit Maschinen „menschlicher“ gestalten und sie nahtlos in unser Leben integrieren.
Aber gibt es da auch eine Kehrseite? Wird die künstliche Intelligenz das Ende des Designs und der Designer wie wir sie kennen?
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.
We carry a screen with us at all times, yet technology is already evolving beyond the screen. We must design beyond screens to ensure we can be leaders wherever, whenever and however interactions are going.
This workshop provides examples of where expertise should be leveraged beyond where many designers are currently involved and how to begin.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
There are key things that will give you a much better chance at success. While these are well documented in numerous books, articles, and videos - there are still many stakeholders that don't subscribe to some basic truths, like: product decisions should be based on evidence, or having dedicated UX Designers on product teams.
Jeremy will go over his top ten questions to ask any team to see if they're heading toward launching a great product experience.
This presentation was originally given @ Refresh Dallas on 2/12/15
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
If you've been tasked with designing or developing (or both) a cross-platform web application, you may have noted how difficult it is to add animation and interaction to the result.
Designing for interaction is empathy in disguise, and it can can encourage modular, performant code. Let's tackle some of these ideas and apply them to real HTML and JavaScript examples.
Top 3 ways to use your UX team - producttank DFW MeetupJeremy Johnson
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
The design behind adding interactivity to an application or website seems trivial; download a free icon collection from sites such as Flaticon, Font Awesome, or iconmonstr, pick an appropriate icon, and add the image to your work. However, should there be more to this process, especially if you are concerned about people understanding how to use what you develop? Learn why the "5-second rule" doesn't apply just to picking food off the floor, how the wrong icon can show cultural insensitivity, why the manner icons are placed in a website or app may be as important as the images themselves, and how to perform icon usability tests. You may be surprised which icons users find to be generally instantly recognizable as to what functions they relate, and which others not so much.
Supercharge your application with the best UX practicesGercek Karakus
I've given this talk as a guest lecturer at Bogazici University Software Design Process graduate class (SWE530) in Spring 2015.
This talk introduces key concepts of user experience design to software engineering graduate students and outlines the process of integrating design and engineering. Starting from ideation, it goes through all the steps including but not limited to user research, sketching, prototyping, user testing, design validation and iteration.
Hand on best practices are also shared as case studies part of this presenation.
Last week, 19 March, Adriaan Fenwick, gave a talk at the SAUX Cape Town meet-up at 22Seven's vintage theatre, sponsored by Flow, 22Seven and BSG.
He shared the stage with the talented Sarah Blake who showed the work she did on Woolworth's responsive designed site. In this post I'll share the details of my talk.
Download my slides here
Fail Fast, Learn Fast, Move Fast: My UX journey to move fasterJeremy Johnson
We've all heard about the Lean Startup, and now Lean UX. This is a intro into how I've been using these methods to speed up the UX process, and work better within product teams.
The era of desktop-first methodologies has ended. According to Google, 90% of consumers now use multiple screens to accomplish tasks on the web. As we enter the renaissance of the postdesktop web, we must be prepared to boldly alter how we prototype, design, and gather feedback from audiences. Two of the most important factors for current web usability are considering the screen (designing and testing for multiple displays) and context. This session will examine how screen and input types are changing:
• multi-screen design
• prototyping
• new input types
• usability testing
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
Screen and Context: Usability in the Postdesktop WorldDoug Gapinski
The era of desktop-first methodologies has ended. According to Google, 90% of consumers now use multiple screens to accomplish tasks on the web. People aren't just visiting your site on phones and desktop computers, they are also using game consoles, laptops, tablets, and other devices. As we enter into the renaissance of the postdesktop web, we must be prepared to boldly alter how we prototype, design, and gather feedback from audiences. Two of the most important factors for current web usability are considering the screen (designing and testing for multiple displays) and context.
Developers: Why Care About the User? (September 2021)Andrew Malek
As developers, we deal with technologies, frameworks, and data, making it very easy to forget that what we create is meant for real people to use.
While designers and UI specialists should handle most decisions about how a product or service looks and feels, we should all be on the same page to make better solutions. Whether we are building an interface for a desktop website, mobile application, or chatbot, what are some basic design concepts that we as developers can pick up, allowing us to be on the same page with designers and product owners during product meetings and discussions?
Developers: Why Care About the User? (February 2020)Andrew Malek
As developers, we deal with technologies, frameworks, and data, making it very easy to forget that what we create is meant for real people to use.
While designers and UI specialists should handle most decisions about how a product or service looks and feels, we should all be on the same page to make better solutions. Whether we are building an interface for a desktop website, mobile application, or chatbot, what are some basic design concepts that we as developers can pick up, allowing us to be on the same page with designers and product owners during product meetings and discussions?
Why Nobody Fills Out My Forms 2 - Electric Boogalo (Updated)Andrew Malek
Still having difficulty encouraging people to fill out web forms to sign up for newsletters, apply for jobs, or complete their online shopping orders? Find out even more tips to help keep people from abandoning early, such as making form field widths more convenient, easing credit card entry, grouping related fields into sections to promote scanning, and styling buttons and controls so your webpage does not look like it was written in 2000.
Cognitive Biases and the User ExperienceAndrew Malek
According to Wikipedia, cognitive biases cause individuals to 'create their own "subjective social reality" from their perception of the input.' Some of these allow us to take shortcuts when processing information... with mixed results.
Though not all confirmation biases can be neatly labeled "good" or "bad", as we increase our recognition of when these occur, the more we can determine how they affect our decision-making. Learn more about biases such as confirmation bias, false consensus effect, framing bias, halo effect, and Parkinson's Law of triviality (the bicycle shed effect). These can affect usability testing, user research, presenting research findings, and UX design.
Is This a Button? A Question Your Users Should Never Ask.Andrew Malek
Buttons are a primary way people interact with our websites and apps, but recent design trends have caused confusion over what actually is a button and what is static text or imagery. Perhaps you’re in QA and want to increase the quality of an app, a designer looking for usability tips, or a developer who normally thinks nothing more about a button other than instantiating one and placing it in a layout. Either way, learn about ideas you can test to possibly increase your app or website’s usage, guiding people to lead-generation or checkout activities. Topics include color theory, floating buttons, Fitts’s Law, microinteractions, and perceived performance.
Why Nobody Fills Out My Forms 2 - Electric BoogaloAndrew Malek
Still having difficulty encouraging people to fill out web forms to sign up for newsletters, apply for jobs, or complete their online shopping orders? Find out even more tips to help keep people from abandoning early, such as making form field widths more convenient, easing credit card entry, grouping related fields into sections to promote scanning, and styling buttons and controls so your webpage does not look like it was written in 2000.
Why Nobody Fills Out My Forms (Updated)Andrew Malek
Has your web form conversion rate hit a wall? Are users not receiving confirmation e-mails, getting pestered with password or data format warnings *after* they finish entering their information, or bailing after being asked the same questions multiple ways? Find out why not enough people are filling out your web forms, and learn suggestions of A/B tests you can try to help encourage more people to interact.
Developers: Why Care About the User? (2017)Andrew Malek
As developers, we deal with technologies, frameworks, and data, making it very easy to forget that what we create is meant for real people to use.
While designers and UI specialists should handle most decisions about how a product or service looks and feels, we should all be on the same page to make better solutions. Whether we are building an interface for a desktop website, mobile application, or chatbot, what are some basic design concepts that we as developers can pick up, allowing us to be on the same page with designers and product owners during product meetings and discussions?
Has your web form conversion rate hit a wall? Are users not receiving confirmation e-mails, getting pestered with password or data format warnings *after* they finish entering their information, or bailing after being asked the same questions multiple ways? Find out why not enough people are filling out your web forms, and learn suggestions of A/B tests you can try to help encourage more people to interact.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
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.
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.
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?
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.
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
5. A Vital Truth About Design
“Nobody Wants To Use
Your Product”
- Goran Peuc, Principal UX Designer at SAP Dublin
https://www.smashingmagazine.com/2016/01/nob
ody-wants-use-your-product/
6. “[P]eople are more interested in the
end result and in obtaining that result
in the quickest, least intrusive and
most efficient manner possible.”
https://www.smashingmagazine.com/
2016/01/nobody-wants-use-your-
product/
7. “The Better the Design, the More Invisible It
Becomes”
- Jared M. Spool, usability guru
https://articles.uie.com/experiencedesign/
“Good design is pretty much invisible.”
- Carrie Cousins, chief writer, Design Shack
http://designshack.net/articles/graphics/10-
reasons-why-the-best-design-is-invisible/
8. Topics
• Interface Consistency
• Whitespace (Negative Space) and Simplicity
• Dialogs and Error Messages
• Propper Grammer and Speling
• Icons
• Perceived Performance
Proper Grammar and Spelling
13. “In human-computer interfaces,
knowledge of the spatial location of
controls can enable a user to interact
fluidly and efficiently, without needing
to perform slow visual search.”
- J. Scarr, A. Cockburn, C. Gutwin
http://www.joey.scarr.co.nz/pdf/spatial
review.pdf
14. “People don’t like to learn things. If they take
the time to learn something, they expect to
be able to apply that knowledge in many
places. It follows that good designers
conserve the number of things users need to
learn to get stuff done.”
- Scott Berkun, author and speaker
http://scottberkun.com/essays/5-how-to-
avoid-foolish-consistency/
15. UI Guidelines
• iOS Human Interface Guidelines
https://developer.apple.com/design/ (follow the link)
• Google Material Design (used in Android)
http://design.google.com/spec/
• Design applications for the Windows desktop
https://dev.windows.com/en-us/desktop/design
• OS X Human Interface Guidelines
https://developer.apple.com/design/ (follow the link)
16. “When you mess with mental models,
… you run a major risk of slowing
down and annoying your customers,
and potentially losing them all
together.”
-Liraz Margalit, Web Psychologist
https://uxmag.com/articles/who-
moved-my-virtual-cheese
17. “Nothing irritates a user more quickly
than moving or disappearing
navigational elements.”
-Patrix Cox, User Researcher and
Product Designer
http://designshack.net/articles/graphi
cs/maintaining-consistency-in-your-
ui-design/
18. “… we inferred the location of the icon
is more important than the visual
imagery. People remember where
things are, not what they look like.”
-Jared M. Spool, usability guru
https://www.uie.com/brainsparks/200
6/02/20/orbitz-cant-get-a-date/
19. “Keep in mind though that apps and
users are different: one solution might
work … well in an app and fail in
yours. It’s not a one-size-fits-all thing.”
-Zoltan Kollin, UX Director Ustream
https://medium.com/@kollinz/misuse
d-mobile-ux-patterns-84d2b6930570
21. “A good principle to live by, whether
you’re new to typography or a seasoned
pro, is to keep it simple. Or to put it
another way, don’t use too many fonts. …
[M]ixing too many fonts on a page will
probably result in a confused message”
-Nigel French
http://create.adobe.com/2013/12/1/eight_tips_
for_combining_typefaces.html
22.
23.
24. • 1 Ill ocean (Bauhaus 93)
• 1 Ill ocean (Rockwell)
• (Gill Sans® Monotype)
-“5 Faces for UI Design” - Dan Eden
http://typecast.com/blog/type-on-
screen-5-faces-for-ui-design
25. “Type that is too small can be hard on
the eyes and can even cause a
headache.”
-National Institute on Aging, U.S.
Department of Human Services
https://www.nia.nih.gov/health/public
ation/making-your-printed-health-
materials-senior-friendly
26. “Text must be the proper size for
readability from desired distances, and
must contrast clearly against the
background.”
-Paul Nini, Professor at The Ohio State
University
http://www.aiga.org/typography-and-
the-aging-eye/
29. Screenshot from Microsoft Internet Explorer 5
Used with permission from Microsoft
https://en.wikipedia.org/wiki/File:Internet_Explorer_5_on_Windows_98.png
31. “Avoid using the same color in both
interactive and noninteractive elements.
Color is one of the ways that a UI
element indicates its interactivity. If
interactive and noninteractive elements
have the same color, it’s harder for users
to know where to tap.“
-iOS Human Interface Guidelines
32.
33.
34. “Flat designs must rely on color &
contrast as the indicator of interaction
in the interface. That’s not an easy
task.”
-Marcin Treder, UXPin CIO
https://studio.uxpin.com/blog/5-
dangers-of-flat-design/
35.
36.
37. Color Contrast
• WebAIM Color Contrast Checker
http://webaim.org/resources/contrastchecker/
• Check my Colours
http://www.checkmycolours.com/
• Color Safe – Create accessible color palettes
http://colorsafe.co/
• “Color Contrast for Better Readability”
- Tom Osborne, Viget VP of Design
https://viget.com/inspire/color-contrast
41. • "Out of clutter, find simplicity.“
- Albert Einstein
• "The best way to find out what we really need is
to get rid of what we don’t.“
- Marie Kondo, author and organizing consultant
• “If your UI even vaguely resembles an airplane
cockpit, you’re doing it wrong.”
- John Gruber, Markdown inventor and writer
http://daringfireball.net/linked/2008/12/01/fahey
-bulk-rename-utility
42.
43.
44. “Poor use of white space does not impact
reading performance. Higher satisfaction and
preference of the better layout, should not be
discounted, however, since such variables
influence whether a user continues interacting
with a website or simply moves on to one
with better visual appeal.”
http://usabilitynews.org/reading-online-text-
with-a-poor-layout-is-performance-worse/
45. Whitespace can “break up various
parts of content for easier absorption
of information.”
-Marc Schenker, writer
http://www.webdesignerdepot.com/20
14/07/how-to-make-whitespace-work-
on-the-web/
46. “Whitespace is essential for providing spatial
relationships between visual items, and
actually guides your eye from one point to
another. Whitespace doesn't have to be large.
Just a generous "gutter" between text and
pictures can make a big difference…”
- Carla Rose, photographer and writer
http://www.informit.com/articles/article.aspx?
p=174346&seqNum=3
47. “Make it easy for people to interact
with content and controls by giving
each interactive element ample
spacing. Give tappable controls a hit
target of about 44 x 44 points.”
- iOS Human Interface Guidelines
48. “To ensure balanced information
density and usability, touch targets
should be at least 48 x 48 dp. In most
cases, there should be 8dp or more
space between them.”
- Google Material Design guidelines
51. "Programming today is a race between
software engineers striving to build
bigger and better idiot-proof
programs, and the Universe trying to
produce bigger and better idiots. So
far, the Universe is winning."
-Rick Cook, author
https://en.wikiquote.org/wiki/Rick_Cook
52. “You actually need to read the question.” – David Chisnall
http://www.informit.com/articles/article.aspx?p=1146301
53. Suggestions from iOS Guidelines
• “Avoid creating unnecessary alerts”
• “Succinctly describe the situation”
• “Avoid single-word titles”
• “Use verbs and verb phrases”
54. Discussions on Alerts
• iOS Human Interface Guidelines – Alert
https://developer.apple.com/library/ios/docu
mentation/UserExperience/Conceptual/Mobil
eHIG/Alerts.html
• “Should I use Yes/No or Ok/Cancel on my
message box?” – UX Stack Exchange
http://ux.stackexchange.com/questions/9946/
56. Consistency
• Title Case? Or sentence case?
• End everything with punctuation – or don’t
• Don’t use exclamation points unless really
needed!!!!
• Optional word spellings? Pick one. Login.
Log in. Signup. Sign up.
• You should keep the tone consistent, please.
57. Grammar and Microcopy
• For Grammar’s Sake, Please Log In
http://www.slideux.com/slideux/2014/11/14/log-in-vs-log-in
• Does Bad Grammar Make Bad UX?
http://www.sitepoint.com/bad-web-grammar-bad-ux/
• Five Ways to Prevent Bad Microcopy
https://www.smashingmagazine.com/2013/06/five-ways-prevent-
bad-microcopy/
• The Art of Writing Microcopy and Why it Matters
http://www.smartinsights.com/persuasion-marketing/web-
copywriting/the-art-of-writing-microcopy-and-why-it-matters/
59. Icons One Could Argue as “Standards”
Save
Search (or Zoom)
Help
Printout
Home Screen
Settings
60. “…I narrowed my results to the 131 people
who selected the 18-25 age range.”
“96% of respondents knew that the square
icon with the notch cut out of the top right
represented a floppy disk…”
- Lis Pardi, Information Scientist
http://boxesandarrows.com/icon-survey-
results/
61. Potentially Confusing Icons
Mailbox? In Every Country?
http://www.curveagency.com/blog/usability-web-icons
Like? Bookmark? Favorite?
Learning? Intelligence?
http://www.deseretnews.com/article/705370663/
Sign Out? Go Forward?
62. “The Microsoft Outlook toolbar is a good
example: the former icon-only toolbar had
poor usability and changing the icons and
their positioning didn’t help much. What did
help was the introduction of text labels next
to the icons. It immediately fixed the usability
issues and people started to use the toolbar.”
http://uxmyths.com/post/715009009/myth-
icons-enhance-usability
63. “In our study, we found that for icons with labels, users
were able to correctly predict what would happen
when they tapped the icon 88% of the time.
For icons without labels, this number dropped to 60%.
And for unlabeled icons that are unique to the app,
users correctly predicted what would happen when
they tapped the icon only 34% of the time.”
- Hannah Alvarez, UserTesting
https://www.usertesting.com/blog/2015/08/04/user-
friendly-ui-icons/
64. “To help overcome the ambiguity that almost all
icons face, a text label must be present alongside
an icon to clarify its meaning in that particular
context.”
“Use the 5-second rule: if it takes you more than 5
seconds to think of an appropriate icon for
something, it is unlikely that an icon can
effectively communicate that meaning.”
- Aurora Bedford, User Experience Specialist
https://www.nngroup.com/articles/icon-usability/
67. “As with so many things in life,
perception is reality: if users see file
copying as slower, it is slower.”
-Jeff Atwood, Stack Overflow co-
founder
http://blog.codinghorror.com/actual-
performance-perceived-performance/
68. 0.1 second Instantaneous feedback
1.0 second Noticeable delay
10 seconds Patience reached limit
Response Times: The 3 Important Limits
-Jakob Nielsen, Nielsen Norman Group
https://www.nngroup.com/articles/respo
nse-times-3-important-limits/
72. Design Tips
• Be consistent
• Whitespace is your friend
• Explain dialog boxes and errors
• Double-check spelling and grammar
• Label icons
• Perceived performance is important
73. Dawn Huczek on Flickr - “I think they need a few more signs!”
https://creativecommons.org/licenses/by/2.0/