All posts from
November 2015

How to balance design guidelines for children

Guidelines for specific groups must be very specific.

“Creating design guidelines for products whose users include kids requires an evolution in our thinking beyond the guidelines we typically follow. The users, content, and context dictate the appropriate design guidelines. For kids, you might start with the type of product.”

Jonathan Evans a.k.a. /jonathanhevans | @jhewiz ~ UXmatters

Design leadership: What’s next?

The big boys from the 20th century have many ideas about Design.

“It’s the greatest time to be a designer. Learn to talk the language of business and the language of technology, but lets not forget where we come from. Convergence is happening faster than we can imagine right now, and there is no better time to be a designer.”

Thomas Lockwood a.k.a. /thomaslockwood | @ThomsLockwood ~ FastCo.design

IBM’s design-centered strategy to set free the squares

It’s still too early to decide on the success, but something is definitely happening at Big Blue.

“IBM, like many established companies, is confronting the relentless advance of digital technology. For these companies, the question is: Can you grow in the new businesses faster than your older, lucrative businesses decline?”

Steve Lohrn ~ NYTimes

Legibility, readability, and comprehension: Making users read your words

Not only for aesthetics, but also for functions like Reading and Understanding.

“Users won’t read web content unless the text is clear, the words and sentences are simple, and the information is easy to understand. You can test all of this.”

Jakob Nielsen a.k.a. /jakobnielsenphd | @NNgroup ~ Nielsen Norman Group

The user as network

The user (a.k.a. the person) is only an entity in a network of relations, connections, and bi-directional arrows. Outside the network, it’s just a nobody.

“The user has become central to the way technology is conceptualized, designed, and studied in sociotechnical research and human-computer interaction; recently, non-users have also become productive foci of scholarly analysis. This paper argues that a focus on individualized users and non-users is incomplete, and conflates multiple modes of complex relation among people, institutions, and technologies. Rather than the use/non-use conception, I argue for conceptualizing users as networks: as constellations of power relations and institutional entanglements, mediated through technologies.”

Karen E.C. Levy a.k.a. @karen_ec_levy ~ First Monday 20.11

How Apple is giving Design a bad name

It’s lonely at the top. In the end, you only can look inward.

“Once upon a time, Apple was known for designing easy-to-use, easy-to-understand products. It was a champion of the graphical user interface, where it is always possible to discover what actions are possible, clearly see how to select that action, receive unambiguous feedback as to the results of that action, and to have the power to reverse that action—to undo it—if the result is not what was intended. No more. Now, although the products are indeed even more beautiful than before, that beauty has come at a great price. Gone are the fundamental principles of good design: discoverability, feedback, recovery, and so on. Instead, Apple has, in striving for beauty, created fonts that are so small or thin, coupled with low contrast, that they are difficult or impossible for many people with normal vision to read. We have obscure gestures that are beyond even the developer’s ability to remember. We have great features that most people don’t realize exist.”

Donald A Norman a.k.a. /donnorman | @jnd1er and Bruce Tognazinni a.k.a. /bruce-tognazzini | @asktog ~ FastCo Design

How to implement gestures into your mobile design

Gestures are based on sign language with a touch dimension. With AR is becoming real sign language with the Digital.

“Gestures are the new clicks. Every app, game or tool you open on your phone must includes a swipe, tap or pinch to function. These gestures are the secret to making great mobile apps work. And there’s a lot that goes into it. With clicks, designers and developers really only had to think about where they wanted the action to appear on the screen. With gestures, you have to consider the type of physical action, its location on the screen, and whether users can intuitively find and touch it.”

Carrie Cousins a.k.a. /carriecousins1 | @carriecousins ~ TNW

Creating good user experiences by focusing on content

There comes a moment, UX professionals will start designing from-out the content.

“Content is everyone’s business. People in many different roles work toward shared project goals—whether they’re content strategists, UX designers, product managers, or Web developers. The outcome of both business-focused and user-centered goals is the user’s experience, and that user experience should have one thing at its heart: content. The more you can embed content strategy into every step of your design process, the better the user experience will be. It is essential both that content be useful and that its presentation be usable. After all, it’s the content that brings users to your Web site.”

Robert Mills a.k.a. /robertmills81 | @RobertMills ~ UXmatters

Long-term exposure to Flat Design: How the trend slowly decreases user efficiency

First it looks better, then it start to deteriorate.

“Clickable UI elements with absent or weak visual signifiers condition users over time to click and hover uncertainly across pages-reducing efficiency and increasing reliance on contextual cues and immediate click feedback. Young adult users may be better at perceiving subtle clickability clues, but they don’t enjoy click uncertainty any more than other age groups.”

Kate Meyer a.k.a. /lauracreekmore | @kate__meyer ~ Nielsen Norman Group