For four 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 2014 .
You May Be Losing Users Responsive If You Only Mobile Strategy Good material Maximiliano Firtman, deployed conveying an important message - no matter what technology you show the user to your product on your mobile. The main thing is that it fits your needs. He examines the technological problems of pure adaptive design and says that a separate version is not so bad under certain conditions. Continuing the theme:
Memory Recognition and Recall in User Interfaces The Raluca Bidiu of the Nielsen / Norman Group makes out the difference between two important concepts in cognitive psychology - “memory” and “recognition”.
How to Use Persona Empathy Mapping Once again on the use of empathy cards. The article has a useful example of a scheme for conducting a mapping meeting and once again argues why it makes sense to do them.
The Science of Happy Design Pamela Pavliscak conducted a study of more than 250 sites with the participation of 6,600 users and derived 3 design principles that make users happy: 1) Maximize user autonomy (their ability to independently perform any tasks on the site); 2) The use of active and diverse interaction mechanisms; 3) Attitudes towards users as friends in the real world. Achieving a basic level of usability is essential for users to be happy. Users are rarely happy if the percentage of successful completion of the main tasks is below 90%.
Realizing Empathy, part 2 - Praxis Seung Chan Lim understands the meaning of the concept of empathy in general and in relation to interfaces in particular. And he talks about how to use it for designers.
Bookmarklets and a plugin for Chrome, allowing you to simulate 3 types of color blindness and suggest changes in colors to achieve contrast: Daltonize (also in the Chrome Web Store ).
How Do You Design Interaction? How does interface design begin? Many begin with sketches: on paper, on a board, in a graphic editor. Luca Leone proposes to start designing not visually, but in a text editor - first describing and discussing the scenarios, and only then visualizing them.
Best templates and widgets for Axure RP Another collection of templates and stencils for Axure. It has ready-made kits for standard projects - online stores, social services, landing pages.
Brandfolder - Simple, visual brand asset asset sharing The Brandfolder service facilitates the organization and support of brand guidelines, as well as the work of all interested with them. Including the interface part.
Pentotype - Wireframes for Great Apps Pentotype iPad application for designing mobile, tablet and web interfaces. It allows you to create interactive prototypes and facilitates the process of discussing and collecting feedback.
Useful Adobe Fireworks Resources Overview of extensions for Adobe Fireworks by Michel Bozgounov. Although the support of the tool is essentially discontinued, many still use it effectively and it still has a couple of years. The second part .
Google Noto Fonts Beautiful modern free (Apache 2.0) font for all languages ​​from Google.
Observing Usability Studies - A Guide for Stakeholders Usability testing of your product is taking place, and you have been invited or you yourself want to participate as an observer. How to behave and what to look at?
UX Metrics for Your Product A one-page page describing the selection of the right interface metrics for a product, based on the article by Kerry Rodden from Google Ventures. It is based on the ideology HEART (happiness, engagement, adoption, retention, task success).
10 Things I've Learned About Customer Development (2014) 10 lessons from Cindy Alvarez, author of Lean Customer Development. 1) Any answer to the question: “How much would you pay for ...” is wrong. 2) If someone says: “I will not use it myself, but it’s sure that others will be”, then no one will use this product. 3) If you ask users: “Wouldn't you like ...?”, “Doesn't it bother you ...?”, Then the answer will always be “Yes”. 4) If someone says: "... maybe it's just me alone, but ...", the answer is "No." Especially if it seems that your product is difficult to use, or you do not have a clear marketing. 5) If you want to take money for your product, do not ask users who are used to using free products. They, perhaps, will become your customers, but not earlier than the product of a mass product. 6) Not interesting is the functionality that users want, and why they want it. 7) Almost everyone is ready to do in words what you ask him: a small request, you are full of energy, and they do not need to make big decisions. 8) It’s impossible to create a good product if you don’t like potential users. You should be at least not indifferent to them. 9) Two strengths in the behavior of users: apathy and unwillingness to look / feel stupid. 10) If you have thoughts: “Everything is much more complicated than I thought,” everything is in fact much more complicated. The lean Customer Development book itself is one of the best-researched users. Radically changes some concepts and approaches established in the head.
The Importance of Understanding Your Best Users Ben Yoskovitz, author of Lean Analytics, on the importance of user segmentation. And also about why it is necessary to early define “good” users - subgroups, for which the product should be developed and optimized in the first place. Continuing the theme:
Jeff Sauro suggests using NPS (Net Promoters Score) for user segmentation . Detractors are “bad” users. They bring "bad" revenue, revenue derived from the deterioration of relationships with users. If more than 10% of the revenue comes from “detractors”, then this imposes increased risks on the company - they can easily stop using the product or go to competitors.
Jeff Sauro collected a modern critique of the NPS metrics . He says that after a decade of active use, many companies are beginning to be skeptical about its status as a “main tool”.
Ideas and / or data Cennydd Bowles, in which cases it is better to apply a design based on ideas, and in which - based on data.
Where Online Services Go When They Die On the history of the network Prodigy, analogue of the Internet from the 80s, as well as attempts to restore its data.
Trends
The Near Future of In-Car HMI Studio ustwo has released a very strong series of articles devoted to the analysis and prediction of trends in automotive interfaces. This is the most interesting, detailed and detailed research on the topic available in the open form. All 5 parts in the form of an e-book (PDF). Separate parts and other materials on the topic:
Provide meaning with motion Paul Stamatiou analyzes the recently presented ideology of Google Material Design and says that a new era of animation is coming to the interfaces, when not just a set of separate transitions is required, but their clearly orchestrated orchestration.
Stephen Anderson - Deciphering Data through Design Interview with Stephen Anderson on the eve of his new book “Designing for Understanding”. He describes seven problems in conveying the meaning of complex concepts and concepts in interfaces, and also talks about how to solve them.
Why We Don't Talk About "Wearable Software" This year, wearable devices have come to an important stage - from the chaos of dozens of manufacturers with their own devices and operating systems to a more mature market with several hit platforms and connecting third-party software to existing devices. Fast Company writes about those who shift the emphasis on software.
Dropbox's Head of Personalized Products Soleio Cuervo, the head of Dropbox design, as well as the second designer hired by Facebook (he is credited with the initial design of the 'Like' button), writes about the dawn of the era of personalized products.
UX Design Practice Verticals Nathaniel Davis offers a model for describing the nuances of professional qualifications of UX designers. Continuing the theme:
Craftsmanship Maxim Ilyakhov wrote a series of articles on the career of a designer. “No one wants you to grow. It is beneficial that you remain forever 'strong middling'. For this, 'comfort zones' and your choice are created: whether to remain in them or whether to leave them and move on to the next level, until the next 'comfort zone.' . Excerpts:
Design Games: Scavenger Hunt Design games by Donna Spencer. They are a small team of fun and effortlessly trying to find a solution to a specific design problem. “Garbage Hunt” is a kind of usability testing aimed at finding information on the site. Other games:
Fresh links can also be tracked in the Facebook group of the same name.Thanks to everyone who also publishes links in it, especially Gennady Dragun and Pavel Skripkin.