“That’s the fundamental gesture in this technology. Sliding a finger along a flat surface. There is almost nothing in the natural world that we manipulate in this way.”
Bret Victor: A brief rant on The Future of Interaction Design
roadside assistance on the digital highway
“That’s the fundamental gesture in this technology. Sliding a finger along a flat surface. There is almost nothing in the natural world that we manipulate in this way.”
Bret Victor: A brief rant on The Future of Interaction Design
“A tool addresses human needs by amplifying human capabilities. That is, a tool converts what we can do into what we want to do. A great tool is designed to fit both sides.”
Bret Victor: A brief rant on The Future of Interaction Design
Responsive Web design is a combination of fluid grids and images with media queries to change layout based on the size of a device viewport. It uses feature detection (mostly on the client) to determine available device capabilities and adapt accordingly. With responsive Web design one code-base, deployment, and URL provides you with access to many devices including future ones you haven’t encountered yet. But optimizing images, video, third party widgets and more using client-only solutions can be challenging.
Mobile sites have higher measured usability than desktop sites when used on a phone, but mobile apps score even higher.
UI conventions are social constructions. We can’t give machines perfect intelligence about user expectations, but we can at least give them good manners.
Josh Clark: Buttons are a hack (PDF)
How can people simultaneously want to kill time and get angry when their time is wasted? A conundrum to be teased apart. The solution to the puzzle lies in recognizing that even relaxation is purposeful behavior: according to information foraging theory, users seek to maximize their cost/benefit ratio. That is, people want more thrills and less interaction overhead.
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Two solutions:
From Jakob Nielsen: Mobile Content: If in Doubt, Leave It Out
In user experience design we’re familiar with user research techniques like workshops, contextual inquiry, and interviews. We synthesise our research into audience archetypes, user stories and process flows. We communicate our thinking and solutions to our teams and clients with artefacts like personas, flow diagrams, and wireframes. And if we’re feeling really fancy we can even shell out experience prototypes and service blueprints. Somewhere in all of this lies the people for whom we’re designing, what’s going on in their worlds, and how we’re making their lives better. As practitioners in the science and craft of UX, we innately get it, we see the narrative that threads all of these artefacts together – the spirit of the solution breathing through it all, that we want our clients to be captured by.
But clients tend not to be conceptual thinkers like us; they need us to connect the dots. And that’s where storyboards come in. Storyboards – indeed all forms of conceptual illustration – work well because of two truths: firstly that the act of drawing (and even seeing others draw) can help us think, and secondly that images can speak more powerfully than just words by adding extra layers of meaning.
Johnny Holland: Storyboarding & UX – part 1: an introduction
But for signup forms, it is possible to know that sweet spot: the acceptable level of complexity is zero. There should be no complexity in a signup form because it provides no functionality and value that the user actually wants; all the value is for the website owner.
EDUARD MARTINI: WEB FORMS HOW-TO PART 1: SIMPLICITY
Wizards are good in the following scenarios:
Forms are good in the following scenarios:
From Mike Hughes: Wizards Versus Forms