COM : Technology I always think you should have some sort of philosophy when you design your software , this may not be a a opinion just related to UIs but i think it is important. I think it is very good if you have a simple concept that a user can understand. The ideal case is if the two first pages of your Documentation makes the user "get it" and everything after that is following that rule. Classics is of course the UNIX concept of "Everything is a file", Or in HTML everything is done by tags, and even if you have to most fancy HTML tool in the world it helps to know a bit about what a tag is and some basics of how to write HTML manually. It makes the user understand what the application does, and makes it more predictable. Don't ever try to hide the the basics of the software, even though the user will almost only use high level functions to do fancy things, He or She will sooner or later want to do something by hand, just to have total control and then the app should let them!
8 ways to reduce cognitive load: Part 2 In the previous part of the article I described 5 major design techniques that help to reduce cognitive load. This notion refers to the total amount of mental effort that is required from a user to complete a task. Increase of this phenomena above the level that is acceptable for user can cause serious usability issues such as: rise of bounce rateshallow visit depthlower conversion than expected to name a few. Yet, even if a service or product requires complex activity from a user, there are ways to make the design help people go through the process smooth and clear. 5. When people read on paper, eye movement create a Z-shaped path from left to right and diagonally down or right to left for Arabic or Japanese speakers. Do we read in a zig-zag pattern online to? How the awareness about this pattern can be used by designers to help users consume the content? 6. Are there any doubts what is the main CTA on this site? And just for the comparison… 7. 8. Reading list
How Google Unified Its Products With A Humble Index Card If you hadn’t noticed, every Google service has been trending toward a certain understated elegance. The company’s infamous era of championing 41 shades of blue is long over, as the company has learned to embrace clean lines, airy typography, and liberal white space across their platforms. But amidst implementing these long-established good design practices, Google rediscovered an old idea: index cards. Just like index and business cards of yore (or at least the late '90s), Google’s cards are plain, white rectangles peppered with nothing more than a little bit of type and maybe a photo. Are cards the epitome of flat modernism, or are they subconscious skeuomorphism? Even Google’s designers debated this point when I posed the question. We first saw cards returning results through Search’s Knowledge Graph, as Google began summarizing Wikipedia entries into condensed blurbs. Yes, Google is even developing cards on cards. Are Cards Good Design, Or A Foregone Conclusion?
The vital role of user research – Design at IBM To many people, conducting user research is a bit like cleaning up the garage: they know it would be a good thing to do and would bring some real benefits, yet somehow they never quite get round to it. For others, user research is something that does happen, but only occasionally, such as at the beginning of a big new project. Then there are those who do carry out some form of user research activity fairly frequently, but who tend to just use the one or two research methods that they have used previously. Obviously some user research is better than none. User research helps us to understand how people go about performing tasks and achieving goals that are important to them. Or, to put it another way, User research focuses on understanding user expectations, behaviors, needs, and motivations through methodical, investigative approaches. It helps us identify unarticulated needs and to fill in any gaps in our knowledge about our users, context of use, challenges, and opportunities.
Game design vs UX design Short form: UX design is about removing problems from the user. Game design is about giving problems to the user. In both cases you look at users’ cognitive reasoning and process capacity. And these days, we have UX designers on game teams, and they are incredibly valuable. Most UX designers don’t work in games. transparent, so that the user needs to think as little as possibleaffordant, so that the user knows what possibilities it offersscalable, so that it unfolds as the user develops skillsfeedback-rich, so that the user knows when they did somethingconstraining, so that the user can’t do things that get them in trouble What they do not do is actually specify the inner workings of whatever is being used. UX design in non-game applications is absolutely not about teaching the player how the guts of the software works. In general a game designer’s job is to create a great experience when playing a game. challenging. In addition, game designers In general, these lines get blurry.
UX Methods: Short Time to Market and Few Users - WalkMe Blog This is the worst UX scenario for Designers and Product Managers alike. Circumstances have given you a tight deadline to meet and little access to users for feedback. How, then, do you approach this project, UX wise? This is exactly the situation UX Combos were created for. After acknowledging your limitations, it can decisively help you select the right UX methodologies. This blog post will cover the UX methods included in the UX Combo for low access to users and a short time frame. This is the first of a series of blog posts we will be writing on each of the four UX Combos. Refine your UX today using WalkMe’s onscreen guidance. What’s Your UX Combo? Every product is created over the course of a product timeline. Some options might get you the best feedback on your product, but take too long to complete before a product launch. Some may be quick to finish, but require interactions with users that are not always accessible. What’s Your UX Combo? First UX Method: Stakeholder Interviews
Creating Outstanding Experiences for Digital Natives Digital Natives are people who have grown up using technology from early childhood. Their mother tongue is the digital language of computers, video games, and the Internet. These young people, usually between 15 and 25 years old, differ from Digital Immigrants (those born before 1985) in their perceptions of interactive products and the way they behave when using them. Their heavy use of interactive products makes them experienced and skilled users, but on balance the question arises: are Digital Natives as tech-savvy as they’ve been portrayed? We conducted an online survey among 200 Digital Natives to better understand this increasingly important target group. Technology is Intertwined in Their Lives Technology plays a key role in the lives of Digital Natives. Some facts: The majority of Digital Natives feel disconnected and “off the radar” without their phones. Some notable quotes: “I hate to be unreachable.” A Highly Social Generation An Impatient Generation Technology Means Fun
Quick Reading list from The Power of Process Talk at Fandango | Meaning and Measure Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 164 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 167 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 170 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 173 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 176 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 178 Warning: Creating default object from empty value in /var/www/html/wp-content/themes/platform/includes/class.layout.php on line 180