To help balance the craving for visual simplicity with the need to keep websites easy to navigate, you can borrow some concepts from the world of wayfinding. In this article, Dennis Kardys will show you how you can apply these concepts to the mobile web. Keep in mind that every person who browses an application is making their way through a space — often an unfamiliar one. As the user embarks on their journey, what types of wayfinding assistance are you providing to guide them?
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Design blueprints could mean the difference between a correctly implemented design that improves the user experience and satisfies customers and a confusing and inconsistent design that corrupts the user experience and displeases customers. For those of you who create digital products, design specs could mean the difference between efficient collaboration and a wasteful back-and-forth process with costly implementation mistakes and delivery delays. Specs can help you to build the right product more quickly and more efficiently. Effective collaboration requires effective communication. Investing in the development of workflows and tooling around to make this communication easier will pay off big with the effectiveness with which products are built.
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When sliders are not done well, they can cause a lot of frustration (not to mention lost sales) by standing between your customers and what they want. And getting them wrong is surprisingly easy.
In this article, Greg Nudelman and Daria Kempka will present a solution, including the design and code, for a new type of Android slider to address common problems, along with a downloadable Android mini-app for you to try out. It’s a deep dive into sliders based on a chapter in Android Design Patterns. Working with sliders is no great mystery, and there’s nothing to stop you from trying!
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Low-fidelity prototypes are rough representations of concepts that help us to validate those concepts early on in the design process. Throughout this article, Laura Busche will look at some of the features that make low-fidelity prototyping a unique tool to radically improve your work and to build an environment in which users’ needs can be truly realized. This article focuses on the practice and general principles behind integrating low-fidelity prototypes in design in general, covering applications that range from graphic, web and user experience design to business and service design.
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At Typeform, David Okuniev was inspired to simplify online forms by a movie that’s decidedly a blast from the past: the 1983 film WarGames, which centers around a student who remotely logs into a research computer and, through its terminal interface, nearly sparks a nuclear war. Stripping forms down to their basics and building them back up into something better took four years of work, but that core idea guided the team all along: questions are better than lists. In this article you will find David Okuniev’s story of how he turned that idea into a product that’s helped companies of all sizes get a 55% completion rate on their forms.
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As much as we aim to design our mobile apps and websites for contextual use, testing their usability in context can be challenging. One approach to mobile testing is participatory design. A participatory design test session typically takes about an hour and has four parts. In this article, Marina Lin conducted this type of study while researching how visitors to Cars.com’s app use their mobile device while purchasing a car on a dealer’s lot.
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Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades? Not being able to “show” the interactions and animations that bring our designs to life is one of the common struggles plaguing our industry. Exacerbating the urgency of this challenge is the simple fact that we now design for screens that can be tapped, pinched, swiped, zoomed, and more.
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The last step of this series is to efficiently simplify the navigation experience — specifically, by carefully designing interaction with the navigation menu. When designing interaction with any type of navigation menu, we have to consider aspects sush as symbols, levels, target areas and functional context. It is possible to design these aspects in different ways. Designers often experiment with new techniques to create a more exciting navigation experience. However, most users just want to get to the content with as little fuss as possible. For those users, designing the aforementioned aspects to be as simple, predictable and comfortable as possible is important.
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Depending on how a user browses the Internet, modal windows can be downright confusing. Modals quickly shift visual focus from one part of a website or application to another area of content. This scenario is more common than it should be. And it’s fairly easy to solve, as long as you make your content accessible to all through sound usability practices. In this article, Scott O’Hara has set up a demo of an inaccessible modal window that appears on page load and that isn’t entirely semantic. First, interact with it using your mouse to see that it actually works. Then, try interacting with it using only your keyboard.
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In a previous article, Svetlin Denkov briefly mentioned another category of clickthrough prototypes: widget-based mockups that are designed on the target device and that expand on sketches by introducing user interface (UI) details and increased visual fidelity. These prototypes can be used to pitch ideas to clients, document interactions and even test usability. In this article, he will teach you how to use the iPad app Blueprint to put together such prototypes in the form of concept demos, which help to manage a client’s expectations when you are aligning your visions of a product.
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