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UX Design

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User Interface, Usability, Content Design – User Experience Design. How Do Users Really Hold Mobile Devices? For years, I’ve been referring to my own research and observations on mobile device use, which indicate that people grasp their mobile phones in many ways—not always one handed. But some of my data was getting very old, so included a lot of information about hardware input methods using keyboard- and keypad-driven devices that accommodate the limited reach of fingers or thumbs. These old mobile phones differ greatly from the touchscreen devices that many are now using. Modern Mobile Phones Are Different Everything changes with touchscreens. So, I’ve carried out a fresh study of the way people naturally hold and interact with their mobile devices.

What My Data Does Not Tell You Before I get too far, I want to emphasize what the data from this study is not. Most important, there is no count of the total number of people that we encountered. Since we made our observations in public, we encountered very few tablets, so these are not part of the data set. What We Do Know One-Handed Use. Gestalt Design Principles for Developers. UX Crash Course: 31 Fundamentals. My New Year’s Resolution for 2014 was to get more people started in User Experience (UX) Design. I posted one lesson every day in January, and hundreds of thousands of people came to learn! Below you will find links to all 31 daily lessons. Basic UX Principles: How to get started The following list isn’t everything you can learn in UX.

It’s a quick overview, so you can go from zero-to-hero as quickly as possible. You will get a practical taste of all the big parts of UX, and a sense of where you need to learn more. Introduction & Key Ideas #01 — What is UX? #02 — User Goals & Business Goals #03 — The 5 Main Ingredients of UX How to Understand Users #04 — What is User Research? #05 — How to Ask People Questions #06 — Creating User Profiles #07 — Designing for Devices #08 — Design Patterns Information Architecture #09 — What is Information Architecture?

#10 — User Stories & Types of Information Architecture #11 — What is a Wireframe? Visual Design Principles #12 — Visual Weight, Contrast & Depth All done? UDL Guidelines 2.0. The goal of education in the 21st century is not simply the mastery of content knowledge or use of new technologies. It is the mastery of the learning process. Education should help turn novice learners into expert learners—individuals who want to learn, who know how to learn strategically, and who, in their own highly individual and flexible ways, are well prepared for a lifetime of learning. Universal Design for Learning (UDL) helps educators meet this goal by providing a framework for understanding how to create curricula that meets the needs of all learners from the start.

The UDL Guidelines, an articulation of the UDL framework, can assist anyone who plans lessons/units of study or develops curricula (goals, methods, materials, and assessments) to reduce barriers, as well as optimize levels of challenge and support, to meet the needs of all learners from the start. They can also help educators identify the barriers found in existing curricula. Learn more about the UDL Guidelines: A Case for Accessible, Usable and Universal Design for Learning | Higher Ed Beta. Issues of learning technologies and accessibility are more of a hot topic in our field than usual these days. EdX recently reached a settlement with the Justice Department to make its website, course creation platform and mobile applications accessible under ADA. Harvard and MIT are facing a lawsuit for lack of online captioning for materials for the general public. Both generated significant conversations about disability accommodations and usability of learning technologies in our pedagogical communities and consortia.

It is my hope that any resulting changes being considered and implemented on campus and beyond provide us with an opportunity to discuss not only disability accommodations but proactive approaches to learning design that is at once accessible, usable and universal. First, a clarification of terms: Universal design is not a substitute or synonym for ADA standards or ideas of barrier-free design. Introduction to User Interface Design (Part 1) - Georgia Institute of Technology.

Visual design and colour accessibility - Webcredible blog. Making sure that text colours in your digital interface are accessible for your users is a really important aspect of a well executed visual design. If you’ve ever been asked “I assume all the colours are accessible?” By your client and were unsure of what to answer, then this post is for you.

The tips below will help you to comply with the W3C guidelines for text and colour so that you’ll always be able to make a confident response of “Of course!”. Visual design plays a large role in communicating the business’ proposition and personality. When this works well, the design is appealing and appropriate in tone for the audience. Equally important though is making sure that what you’ve designed works for the broadest possible audience. Colour blindness – colour and accessibility Colour is an inexact and relative art. In practice, colourblind people confuse certain ranges of colours, the main challenge being able to detect the difference between certain colours. Colours can be deceptive 1. 2. How to Build an Experience Map and Identify New Opportunities - Marvel Blog.

An experience map shows the journey a customer has while experiencing a product or service. It also shows what competitors and your business are doing relative to this journey. Mapping the experience from a customer perspective helps organisations identify strategic opportunities, customer pain-points and generate innovative projects. Why build an experience map? An Experience map helps the organisation to see the bigger picture, and make decisions about where to focus activity based on research. By seeing the bigger picture, you’re able to: Identify projects and build a road map of workIdentify opportunities for innovationUnderstand where the user experience is currently being well supported Carrying out the research A typical question in user research There are many types of research you can use to help build the map.

Ethnographic researchIn-depth interviewsGuerilla research The way you run the research can influence the quality of data you collect. Analysing the research Ordering objectives.


Digital Information - Examples. Conversational Interfaces / Tools.