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Any user experience designer worth their salt takes the needs of the company they’re serving into account and adapts their approach accordingly — identifying the appropriate process, methods and tools to get the job done. This has been the case for as long as information architecture and interaction design have been in practice. Rigid methodology — doing the same exact thing every time despite the context — is, and has always been, bad practice. Now that Eric Ries’s lean startup and Steve Blank’s customer development methodologies have gained significant traction within the startup and wider business communities, the value that user experience design practices can bring to an organization is finally being recognized.
Startups don’t have capital to burn or luxurious schedules for big-design-up-front . But unless your idea is by-and-for-engineers, design isn’t something you want to skip on your way to market. For a startup, design may mean the difference between simply shipping, and taking the market by storm.
January 22, 2005 by Luke Wroblewski “Input elements should be organized in logical groups so that your brain can process the form layout in chunks of related fields.” – HTML: the Definitive Guide Quite rare is the Web application that doesn’t make extensive use of forms for data input and configuration. But not all Web applications use forms consistently. Variations in the alignment of input fields, their respective labels, calls to action, and their surrounding visual elements can support or impair different aspects of user behavior. Form Layouts
Scenarios remove the guesswork for your design process Kim Goodwin Consultant and author of Designing for the Digital Age [X] Hide this window Click the play button to start the preview
Imagine that you’ve never seen an iPad , but I’ve just handed one to you and told you that you can read books on it. Before you turn on the iPad, before you use it, you have a model in your head of what reading a book on the iPad will be like. You have assumptions about what the book will look like on the screen, what things you will be able to do, and how you will do them—things like turning a page, or using a bookmark. You have a “mental model” of reading a book on the iPad, even if you’ve never done it before. What that mental model in your head looks and acts like depends on a lot of things If you’ve used an iPad before, your mental model of reading a book on an iPad will be different than that of someone who has never used one, or doesn’t even know what iPads are.
Instead of your team traveling to a training course, you can take advantage of these Virtual Seminars on your schedule. Hear the latest insights on the most important design topics right from your office for only $129. Once you purchase the seminar, you can watch the presentation right on your PC screen. March, 2013, A Next Step Series Virtual Seminar created in cooperation with Rosenfeld Media : Storyboarding: Communicating Your Ideas with Comics & Drawings with Kevin Cheng Storyboards capture an experience in a visual way.
Today on Radio Johnny Jeff Parks talks with Veronica Erb about her presentation at the 10th anniversary of UX Week [...] Today on Radio Johnny Jeff Parks talks with Stephen Anderson, about his workshop at the 10th anniversary of UX Week [...] Today on Radio Johnny Jeff Parks talks with Derek Featherstone, who will be presenting at the upcoming edUi conference about [...] Today on Radio Johnny Jeff Parks talks with Eric Phetteplace, Emerging Technologies Librarian at Chesapeake College in rural Maryland, who[...] Today on Radio Johnny Jeff Parks talks with independent content and UX consultant, who will be presenting at the upcoming [...]
Purchase Now For $229 Audio Sample Learn about content strategy (5:46) Kristina Halvorson discusses messaging: how to define and build it.
The Touch Gesture Reference Guide is a unique set of resources for software designers and developers working on touch-based user interfaces. The guide contains: 1) an overview of the core gestures used for most touch commands 2) how to utilize these gestures to support major user actions 3) visual representations of each gesture to use in design documentation and deliverables 4) an outline of how popular software platforms support core touch gestures ( below ). Download
Donald A. Norman is a professor emeritus of cognitive science at University of California, San Diego and a Professor of Computer Science at Northwestern University, but nowadays works mostly with cognitive sc ience in the domain of usability engineering. He also teaches at Stanford University and is a member of the editorial board of Encyclopædia Britannica. Norman’s earlier books deal mostly with usability or with cognitive psychology, but Things That Make Us Smart also makes a few remarks of critical nature regarding our society, in particular Norman dislikes the content-less nature of television and bad museum exhibits. Lately he has tended to focus on the positive.
When I was making a lot of mental models in the get-it-to-market-yesterday dot com boom of the late 1990's, I used a technique that resulted in a mental model plus gap analysis brainstorm in the course of one day. Now that it's the not-in-this-economy post economic slump, I think it's time to put this technique to use again. Today, in fact, I got together with a group of nine talented design agency folks and we spent 2.75 hours putting together a set of towers based on 24 individual stories, and then spent rest of the day brainstorming ideas to support those towers.
Having worked with personas before the method ever came to be known as personas there are, from my research and practical experience, three important areas that have to be considered: the data material, engagement in the personas descriptions, and buy-in from the organization which is part of the development process whether it is redesign or a development from scratch. This is the rationale behind my development of 10 steps to personas, an attempt to cover the entire process from initial data gathering to ongoing development. In the following I will briefly outline the 10 steps.
For some time, I’ve described the design of experiences with this potent little phrase: It’s all about People, their Activities, and the Context of those activities. That’s it, really. Whether we are designing a Web app or new office building, simply ask: Who are the people we are designing for?