Displaying category "Articles"
Another point to consider when choosing a prototyping tool is how well it fits your design process and other tools you regularly use. Prototyping is part of a much broader process that includes researching users, testing, gathering metrics, communicating the idea to stakeholders, and sharing designs with developers for final implementation. (more…)
Prototypes are also essential in Web projects. For example, when you plan an online ordering process, you have to be sure that every step is correct and that no critical elements are missing. Usually, you would create different screens for all pages of a website, ordering process or application workflow, and then describe the connection between them. (more…)
This post should be titled “Getting Ahead of Yourself.” “…By a Few Years,” actually. Here’s the deal: at the time I’m writing this, early 2013, there’s no way to accurately design for the Web using physical units, nor will there be for a very long time. But there is a way to design while knowing the physical characteristics of the device — or, at least, there will be in the very near future. (more…)
Starting a mockup, web site or mobile app design without first creating a series of low fidelity wireframes as a series of design sequences can be a product killer. Good designers start with a pen and paper (or pencil and grid pad, whatever) and hammer out the basics of their product's service pages or app screens. (more…)
Recently, we had the pleasure of sitting down to pick the brain of Nancy Dickenson, talented UX designer and the Executive in Residence for Bentley University’s HFID Graduate Program. With a bit of back and forth, we got some wonderful insight into the UX field from this long-time field participant and shaper, who looks back over her time in UX design. (more…)
I’ve conducted several usability tests for different web applications but it’s still time consuming to plan and I always feel like I’m forgetting something. Many people know the importance of doing usability studies but not so many are able to do it well. (more…)
Inside Apple, Jony Ive is pushing designers to rethink iOS, the software that runs on the iPhone and iPad. Apple’s new direction? Like Microsoft, which has distanced itself from skeuomorphic design, Ive has been pushing "flat design" in Apple’s mobile products. But just because Apple and Microsoft are embracing flatness, don’t let that fool you into thinking the future of mobile user interface design will also be shallow. (more…)
It’s happened again. You’ve decided to make something, but you’re not sure what exactly it should look like yet. You pull out your favourite tool for wireframing, and spend a few minutes doodling. Sometimes that works, but sometimes it doesn’t. Quite often, you run right into a wall. Damn. Stuck again. (more…)
I haven’t written about sketchnoting much since my article Sketch noting 101: How To Create Awesome Visual Notes, which is kind of silly of me given it’s one of the most popular articles on our site. Part of my hesitation to do so (read excuses, excuses!) is because this is a site about user experience design, and I’ve never been quite sure where sketchnoting fits under the UX umbrella. (more…)
This seems obvious, but designing apps instead of websites actually represents a huge shift in mindsets. Apps aren’t websites and shouldn’t be designed like them, either. Let’s talk about specifics. Apps have a completely different user interaction model from websites: taps vs. clicks, views vs. pages, buttons vs. links, etc. (more…)
Welcome to Designing for Mobile, Part 2: Interaction Design. Here’s some background in case you’re just joining us mid-series: Designing for Mobile, Part 1: Information Architecture demonstrated the key challenges designers face when designing for mobile, primarily the mobile context: from viewing conditions, to behavior and emotion. (more…)
How is mobile different?
The first thing we need to understand about mobile design is that it’s different – and not just with regards to size. The physicality and specifications of mobile devices impart different design affordances and requirements. Because mobile devices are lighter and more portable, we often find it more convenient to use them. (more…)
A few days ago I had a moment of sheer panic because I couldn’t find a pen. I went through the Elisabeth Kübler-Ross stages of penlessness (Denial: Maybe I don’t need a pen? I don’t need a pen! Anger: Where is my goddamned pen?! Bargaining: If you give me your pen, O nice, accommodating waiter, I’ll leave you a bigger tip) and finally got to the final stage, Acceptance: Alternatives to Pen. (more…)
Transform your 2D designs into glossy 3D mockups in seconds using Photoshop.