UI Design Pattern Library UI Design Pattern Library Social Design Strategy Great products and services depend on their users having great experiences. But it’s not about what users do or how they do it, but rather why. Why they do what they do, why they keep coming back, and why they tell their friends. I’ll tell you a quick story. That story in and of itself is not a big deal. In these cases and when we are faced with more subjective questions such as, “Where’s a good Italian restaurant?” Communities are very useful. And though we have all kinds of relationships in our lives—with coworkers, neighbors, or brands, and long lasting or short lived, formal or intimate—it’s with our strongest ties that our trust lies. So when my close friend in New York tells me about a place I should visit, I trust her opinion and that she knows me well. Trust is built through this conversation. The Three Principles of Social Design I like to diagram this using concentric circles, with identity in the center, conversation in the middle, and community on the outside. Listening
UXmatters :: Insights and inspiration for the user experience community So You Wanna Build a Library, Eh? The following article is an abridged version of Chapter 7 of Nathan Curtis’s 2009 book, Modular Web Design published by New Riders. The book’s first half addresses how to modularly break down your design, build it back up, and communicate in new and interesting ways. With those design techniques in hand, the book then drills into how to organize and build a library, teach it to others, and establish a process for maintaining it for an organization. Design patterns and modular components are effective techniques for designing and building long-lasting, consistent experiences. Many teams have realized incredible efficiencies, savings, and better design through design libraries and related standards. Therefore, precede any kind of library build out with a period of discernment. 1. What is your primary rationale for building a library? Beyond efficiency and consistency, other benefits that drive teams include: Portability: Designers come and go. 2. A component is a chunk of a page design.
4 forgotten principles of usability testing Over the last few months I've sat through dozens of usability tests run by design agencies. Clients have asked me to oversee the tests to make sure that the agency really puts their design through its paces. This is a good thing as it shows that usability testing is now becoming a mainstream activity in the design community. But many of the usability tests I've sat through have been so poorly designed that it's difficult to draw any meaningful conclusions from them. No wonder that Fast Company mistakenly believe that user centred design doesn't work. Picture a usability test If I ask you to picture one of these usability tests, you'll probably conjure an image of a participant behind a one-way mirror, with video cameras and screen recording software. Here are 4 principles of usability testing that have been absent in many of the tests I've observed. Screen for behaviours not demographics Test the red routes Focus on what people do, not what they say Don't ask users to redesign the interface
The Anatomy of an Experience Map Experience maps have become more prominent over the past few years, largely because companies are realizing the interconnectedness of the cross-channel experience. It’s becoming increasingly useful to gain insight in order to orchestrate service touchpoints over time and space. But I still see a dearth of quality references. I’m often asked what defines a good experience map. But it’s not just about the illustration of the journey (that would simply be a journey map). Rail Europe experience map. The experience map highlighted above was part of an overall initiative for Rail Europe, Inc., a US distributor that offers North American travelers a single place to book rail tickets and passes throughout Europe, instead of going to numerous websites. I almost always apply five critical components that make an experience map useful. Second, it’s clearly a means to something actionable—ideally something to design around—and not an end in and of itself. First Steps The Lens The Journey Model
What Makes Them Click » Blog Archive » 100 Things You Should Know About People: #49 — The Brain Looks For Simple Patterns - Applying Psychology to Understand How People Think, Work, and Relate What do you see when you look at the x’s below? xx xx xx xx Chances are you will say you see four sets of 2 x’s each. You won’t see them as 8 separate x’s. People are great at recognizing patterns – Recognizing patterns helps you make quick sense of all the sensory input that comes to you every second. Individual cells respond to certain shapes – In 1959, two researchers, Hubel and Wiesel showed that there are individual cells in the visual cortex of your brain that respond only to horizontal lines, other cells that respond only to vertical lines, other cells that respond to edges, and cells that respond only to certain angles. The Memory Bank Theory – Even with Hubel and Wiesel’s work in 1959, for many years the prevailing theory of pattern recognition was that you have a memory bank that stores millions of objects, and when you see an object you compare it with all the items in your memory bank until you find the one that matches. Take-Aways: What do you think?