For three years now I have been publishing regular reviews of fresh articles on the topic of interfaces, new tools and collections of patterns, interesting cases and historical stories. From the tapes of several hundred thematic subscriptions, approximately 5% of the worthwhile publications are selected that are interesting to share. Previous materials: April 2010-June 2013 .
I collected my Pinterest collection of interface animations, transitions and gestures to call them. Two hundred examples that are particularly relevant in the light of the transition of iOS from the decor to the motion-design. Other selections:
Aubrey Johnson criticizes the iOS7 interface icons for being harder to read. Many studies show that the thin contour is read by the user heavier than the solid form.
Baymard Institute collected another article on the results of its extensive research of mobile online stores on input methods. It describes the ideal behavior of the telephone keypad, depending on the input data.
Viget's Jackson Fox from the company offers a good solution for the form field names that are inside the field. He suggests showing them in a small pop-up layer above the field at the time of data entry. Sample code to implement .
Memo on the design and design of mobile applications from UserTesting, formed on the basis of user research and identified their key problems when working with interfaces for smartphones. Overview and translation into Russian .
Jamie Appleseed from Baymard Institute writes that in their research, about 10% of users out of habit use a double click on the web. This means that in the forms you need to provide click handlers for this case.
Christian Holst offers an interesting way to increase conversion in online stores, which involves the processing of payment errors that occur due to the fault of the payment system. If payment is not possible, they recommend other payment methods to the user and in practice this increased sales by about 1%.
Baymard Institute writes about why online shopping does not make sense to copy the interface of Amazon. This is also true for other types of products - companies are in different conditions, set different business tasks, have different sources of traffic, etc.
A small reminder of errors in the interfaces. Why you should not use negative words and how to soften the message about data entry problems for the user.
UserTesting cites five particularly common interface problems based on several hundred thousand usability tests. These are multi-level cascading menus, categorization, site search, link detectability, and dullness.
Stephen Anderson launches a new tool to help design interfaces that take into account behavioral patterns and user psychology. This is a playing cube in the continuation of its popular playing cards, which helps to look at the interaction from five sides - emotions, memory and perception, motivation, inspiration and frustration, decision making.
The prolonged continuation of the excellent article Trevor van Gorp about the emotional component in the interfaces. He describes a very interesting concept of the product’s relationship with the user, tied to the message “useful, usable, desirable”. The first part . The author has published a book " Design for Emotion " on this topic.
Kathy Sierra warns fans to insert unnecessarily complex and unusual interface solutions in order to realize themselves - they force the user to spend valuable cognitive resources. The article contains many references to studies that confirm its thesis.
Interview Stephen Anderson, in which he affects the role of perception and expectations in the formation of user experiences. The same product can leave a different impression depending on how it was presented. Not only the content is important, but also its presentation.
Interview with Kim Goodwin on how to combine two close approaches - the characters and the customer journey maps. She will speak with a story on this topic at the User Interface 18 conference.
Article Bill Lewis-Evans on the modern understanding of the role of dopamine by neurophysiologists. As well as how to use this knowledge to motivate users and players with rewards.
Craig Tomlin lists the challenges in creating characters that greatly reduce the usefulness of this tool. In addition to relevance and representativeness, they should help in determining the required functionality, and the goals of specific characters should be evaluable and have metrics for their achievement.
Jakob Nielsen describes the findings of the NN / g studies among journalists. A brief summary of the facts on the website page makes it easier to work with information and increases its credibility.
My colleague Yevgeny Belyaev published two articles on the process of integrating the design of mobile applications and its features. In the first part, he describes how to work with Android, in the second - iOS and Windows Phone .
The Composite application makes it easy to create interactive prototypes of mobile applications based on PSD layouts. It connects to Photoshop on a computer and in live mode shows all changes.
The Style Guide Boilerplate helps you create your own mini-Bootstrap. It allows you to describe the overall style of the project and the basic patterns, and then quickly assemble prototypes on this basis.
The official online designer of generic applications for Windows Phone has been launched. It will help to outline a simple interface concept. A small description .
The Mockup.io service makes it easier to work with mock-ups of mobile and tablet applications for iOS. It makes it easy to view them on the device and in visual binding on the web. Plus helps in communicating with customers and the development team.
The AppTimize service allows A / B testing in Android and iOS applications. It generates native code to display different screen versions. Another Watchsend product solves similar problems — records video works and helps to analyze them.
Lois Rosenfeld on why user research may be ineffective in large companies, despite the involvement of dozens of experienced professionals. And also about building an effective and balanced research system and the importance of building processes at the corporate level.
Alison Kather from the Autodesk interface command tells how they conduct "remote field studies." Although it sounds like an oxymoron, in a limited way, this approach works for them.
A series of articles by Marnie Andrews and April L. de Vries on how to organize the process of regularly collecting user feedback is very useful for product designers and managers. Part 2 and 3 .
Excellent memo from Jeff Sauro on how to sum up and present the results of user research. It shows the submission for different data samples and helps to draw conclusions based on them.
Jim Ross gives advice on how to prepare video clips with the cutting of interesting points from user research. Useful memo with an overview of the main nuances and pitfalls.
The lack of uniform criteria for assessing the seriousness of interface problems has always been a rather sensitive place in our profession. Most invented their own rating scale. The problem, assessed by one expert as “serious”, could well turn out to be a “slight defect” in the assessment of the other. Jeff Sauro reviews common methods and offers his own approach combining the strengths of other methods.
Catalina Naranjo-Bock gives you five tips for doing custom research with children. They affect the characteristics of recruiting, the choice of methods and location of the study, the participation of parents.
Chauncey Wilson describes a method of rapid iterative testing and prototyping, which allows you to quickly modify the interface to solve obvious problems and get more recent results in the next session. And his colleague Veronica Meuris talks about the version of this method used by Google .
The presentation of Kyle Soucy about the 13 sins of UX-research. The most typical, gross and banal mistakes when conducting usability testing and interviewing users that can spoil the results and lead to wrong conclusions.
Aarron Walter talks about a breakthrough approach to collecting and analyzing any incoming information about the interface that they collect in MailChimp. This is a unique tool for getting product insights based on user knowledge and business impact. And a key element of the UX strategy. I was at his presentation about this knowledge base in Portuguese UXLx, broke templates. Notes on his presentation on this topic at An Event Apart.
Scott Sehlhorst writes about when to describe the requirements for the product being created. They help to better understand the market, plan the launch, manage expectations, improve development efficiency, and not forget the purpose of creating a product.
A small report from the Cooper Consulting team on how they participated in a lean UX project as part of a collaboration with one of the startups. A useful overview of the highlights of the methodology.
A series of articles by Jeff Gothelf, in which he describes the ideal modern product team. The first part describes the general requirements. In the second, he writes about her internal organization and processes .
UserFocus Philip Hodgson talks about how the designer and manager can reduce the number of erroneous decisions. He proposes to rely on the scientific method and lean-thinking - carefully check all the facts and incoming information, set and test hypotheses, measure key indicators and experiment, not be afraid of arguments and discussions.
The design and design of the agile process has long been mastered by most professionals. But if someone else thinks in the old way, Traci Lepore has an excellent analysis and refutation of misconceptions about this bundle.
The UX Matters column on which practices in our specialty are morally obsolete or used incorrectly. Attempts to build an ideal process, investing efforts in visual polishing of yet untested solutions, imitating other companies, focus groups, terminological disputes, lorem ipsum, maniacal desire to reduce the number of clicks, division of the designer’s work by a lot of roles, ROI calculation.
HCI Professor Steve Whittaker from the University of California looks at the current state of the discipline of interaction design, as well as the necessary direction of its development as a process.
Ross Hodgekiss provides recommendations on how to effectively launch mobile apps. He says including what should be promotional sites and letters mailing.
On July 2, 2013, Douglas Engelbart, the most important person in the history of interfaces and practical use of computers for mass tasks, did not become clear to the simple user: (In his legendary Mother of All Demos, he showed the concept of a GUI and raster image, Internet and hypertext, tools of collective work, mouse control. It’s a pity that many people only remembered him as the inventor of the mouse . Steve Wozniak said that we owe him everything that computers have now. RIP
The story of how Ralph H. Baer became the creator of the first mass game console Magnavox Odyssey. She entered the market in 1972 and laid the foundation for the gaming industry of home consoles.
Dmitry Fadeev described the history of authentic design in architecture, industrial products and interfaces. He explains why in each of these industries there was a fascination with ornamentalisation and excessive decorations, and that led to their abandonment in favor of a focus on the main functions of the product.
Christopher Grant Ward on the general features and differences between UX and product management. UX professionals should try to move to a strategic level, rather than remain driven by performers.
Three issues of the Metrics podcast from the UI Design Group, in which we are discussing iOS7 with Plato Dneprovsky exactly one month after its announcement. Probably, we walked through all the sore points and possible development scenarios. Continuation and ending .
The company Noteloop launched a knowledge base on the interfaces of the future and fantasies about them. It contains general information about films, designers, creators, advertising, TV shows and concepts. Interview with Nathan Schedroff and Chris Noessel about their book Make It So on this topic.
The “No UI” movement proposes to abandon the visible user interface. But Thomas Wendt understands these concepts and says that the “invisible” interface does not have to be literally absent.
A small guide to the design and design of interfaces for Google Glass. Marvin Ammori, the author of the article, works at Silica Labs, which specializes in applications for such glasses.
Nathaniel Davis describes the types of participants in the professional community and their contribution to the development of the discipline. Everyone can search for themselves and think about what to strive for.
Video from the Breaking Development 2013 conference held July 22-24 in San Diego. Its theme this year is going beyond the desktop. Presentations include the presentation of Luke Wroblewski about a single design for the whole range of devices from smart watches to TVs, adaptive input of information, mobile content.