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Today we are happy to release two printable UX sketching and wireframing templates, designed by Pixle for Smashing Magazine’s readers. This article presents Outline , a set of sketching and wireframing papers for mobile platforms and Tapsize , a set of templates for checking optimal tap areas without a mobile device. Outline Outline is a set of 28 printable sketching and wireframing papers (in PDF) for seven mobile platforms: Android, BlackBerry, iOS (iPad and iPhone), Meego, Symbian, webOS, Windows Phone 7. The set consists of a few combinations, such as actual size, 10 devices fit to a page, and landscape layout.
I’ve been working with Axure for seven years now, and I’ve learned a thing or two about working with it efficiently. What follows are 10 rules that will help you build your Axure prototypes efficiently too. Rule #1: De sign Outside of Axure Axure is fantastic with its ability to make it easy for designers to make small to moderate changes throughout an entire prototype.
כמות התגובות הטובות והטלפונים הרעים ("למה לא הזמנתם אותי?!?") שקיבלתי יום אחרי האירוע אומרות את הכל. אירוע חווית משתמש על בירה האחרון היה האירוע המגניב ביותר שיצא לי לארגן ולהיות נוכח בו.
“Oh hai Smashing Magazine!” That’s one of the dozen ways that Flickr welcomes its users upon signing in every time. It’s an easily overlooked detail, one that the service would work without flawlessly. Yet this detail is a big part of Flickr’s particular design character that would be missed if it wasn’t there. This is how Flickr greets its users, changing the language upon every sign-in. These easily overlooked details are the ones that I’m particularly interested in because of the reaction they are capable of causing in users.
It’s always good to have UI elements on hand when you need them. And it is even better when designers are kind enough to develop beautiful UI psd’s and give them away for free to other designers. Here at WDL we like to keep you updated with freebies that you can use on upcoming projects, so today we gathered 12 free UI psd’s to add to your library.
This overview features a hand-picked and organized selection of the most useful and popular Smashing Magazine’s articles related to Web Design Showcases and published here over all the years. 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.
Summary: New research with users aged 3-12 shows that older kids have gained substantial Web proficiency since our last studies, while younger kids still face many problems. Designing for children requires distinct usability approaches, including targeting content narrowly for different ages of kids. Millions of children use the Internet, and millions more are coming online each year. Many websites specifically target children with educational or entertainment content, and mainstream websites often have specific "kids' corner" sections — either as a public service or to build brand loyalty from an early age. Despite this growth in users and services, little is known about how children actually use websites or how to design sites that will be easy for them to use.
Summary: Teens are (over)confident in their web abilities, but they perform worse than adults. Lower reading levels, impatience, and undeveloped research skills reduce teens’ task success and require simple, relatable sites. Teens are wired. Technology is so integrated with teenagers’ lives that creating useful and usable websites for them is more critical than ever. To succeed in a world where the next best thing is a click away and text message interruptions are the rule, not the exception, website creators must clearly understand what teens want and how to keep them on a site. To understand the expectations of a generation that grew up with technology and the Internet, we conducted empirical usability studies with real teens to identify specific guidelines for how websites can be improved to match teenagers’ abilities and preferences.
Since the term “kids” is so broad and subject to interpretation, and since kids grow so significantly in cognitive/technical ability in short periods of time, this article focuses specifically on kids ages six through eight. Designing websites for kids is a fascinating, challenging, rewarding, and exasperating experience: You’re trying to create a digital experience for people who lack the cognitive capacity to understand abstraction. You’re trying to establish brand loyalty with people who are influenced almost exclusively by their peers.
How would you like to design a beautiful, colorful, stimulating website that is captivating, memorable and allows you to let your creative juices flow without the need to worry too much about conventional usability and best practices? In today’s Web design market, it’s rare that such a project would present itself — unless you were asked to design a website for children! Websites designed for children have been largely overlooked in Web design articles and roundups, but there are many beautiful and interesting design elements and layouts presented on children’s websites that are worthy of discussion and analysis. There are also a number of best practices that are exclusive to Web design for children’s sites — practices that should usually not be attempted on a typical website.
So. Welcome to the tutorial heaven of the Internets. Well, it is not really that kind of place yet, but I am intending for it to be that kind of place in the future. Thus, if you have written a good tutorial in any subject that matters, I will probably find a way to link to it from this part of the blog.
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. 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. 1. Games Should Be Games First
Предыстория Очень давно, когда мои познания в PHP были на уровне мат операций и вывода результатов, а нашел очень полезный класс, написанный Kalpeh Gamit, его сайт уже давно недоступен, поэтому, к сожалению контакты оставить не могу. Класс распространяется под именем GetImageColor и лицензией GPL 2.0. Пользовался я этим классом частенько.
Ч е р н ы й к в а д р а т Мы острой гранью делим время и ставим на первой странице плоскость в виде квадрата, черного как тайна, плоскость глядит на нас темным, как бы скрывая в себе новые страницы будущего. Она будет печатью нашего времени, куда и где бы ни повесили ее, она не затеряет лица своего. Казимир Малевич Черный квадрат» Казимира Малевича — удивительно подходящий материал для изучения основ композиции на уроках изобразительного искусства. Это произведение представляется некой системой, предполагающей все возможные траектории развития.
Join the 4355 professionals who know that HFI certification is one of the best career investments you can make. Need a keynote speaker at your event? Eric Schaffer , PhD, CPE, CUA, CXA, CEO and Founder Apala Lahiri Chavan , MA, MSc, CUA, CXA, Chief Oracle & Innovator Catherine Gaddy , PhD, CUXP, CUA, CXA, UX Strategist Topics include: • Institutionalization of Usability • Persuasive Design • UX Certification • Emerging Markets Design • User Experience Strategy