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often as you think.
10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:THE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
YOU ARE NOT YOUR USER About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:THE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
YOU ARE NOT YOUR USER About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
One of the core principles of UX is to solve existing problems, or problems that people are already struggling with.While this might not be as glamorous as inventing a brand new thing it is more practical: it makes identifying problems easier and people are much more receptive to your design.52 WEEKS OF UX
Last week, the most prestigious investment bank in the world, Goldman Sachs, decided to invest almost 2 billion dollars in the social network Facebook (a mix of its own and its clients capital), which on paper made the six year old startup worth $50,000,000,000. Yes, a social networking site is now worth $50 Billion Dollars.THE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different WHAT MAKES A GOOD UX DESIGNER? About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerTHE LOCAL MAXIMUM
The local maximum is a point in which you’ve hit the limit of the current designit is as effective as its ever going to be in its current incarnation. Even if you make 100 tweaks you can only get so much improvement; it is as effective as its ever going to be on its current structural foundation. The local maximum occurs frequentlywhen UX
FINDING FLOW
Weekly insights into better UX practices. The research that went into Flow is interesting for several reasons. First, Csikszentmihalyi was observing successful people, not troubled ones. The prevailing strategy in psychology up until that time (and even, somewhat, to this day) was to do research on interesting but troubled people in the hopes of learning what not to do or what to avoid. SIMPLICITY ISN'T THAT SIMPLE Simplicity isn’t that simple. “Simplicity is the ultimate sophistication.” —Leonardo Da Vinci. Simplicity, by definition, is freedom from complexity; the absence of luxury or pretentiousness. Sophistication, on the other hand, often implies a sense of style, cultivated beauty and refinement. So is Da Vinci contradicting himselfhere?
DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerMAKE LESS MORE
Maybe what they lose in market share in one area will be more than compensated for in another area. In a lot of markets, it’s gotten so bad out there that simply being usable is enough to make a product truly remarkable.” —Kathy Sierra. March 7, 2010by 52weeksofux. Tags: week 9. simplicity. •. RT: Make Less More /by @52weeksofux.Retweet.
IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:THE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former UX INSIGHTS: AN INTERVIEW WITH ANDY BUDD This weeks post is an interview with Andy Budd, a founding partner and Managing Director of Clearleft. He also goes by the title of User Experience Director depending what mood he’s in. Andy is the founder of the dConstruct and UX London conferences and has always had A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
MAKE LESS MORE
Maybe what they lose in market share in one area will be more than compensated for in another area. In a lot of markets, it’s gotten so bad out there that simply being usable is enough to make a product truly remarkable.” —Kathy Sierra. March 7, 2010by 52weeksofux. Tags: week 9. simplicity. •. RT: Make Less More /by @52weeksofux.Retweet.
52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:THE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the formerVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former UX INSIGHTS: AN INTERVIEW WITH ANDY BUDD This weeks post is an interview with Andy Budd, a founding partner and Managing Director of Clearleft. He also goes by the title of User Experience Director depending what mood he’s in. Andy is the founder of the dConstruct and UX London conferences and has always had A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
MAKE LESS MORE
Maybe what they lose in market share in one area will be more than compensated for in another area. In a lot of markets, it’s gotten so bad out there that simply being usable is enough to make a product truly remarkable.” —Kathy Sierra. March 7, 2010by 52weeksofux. Tags: week 9. simplicity. •. RT: Make Less More /by @52weeksofux.Retweet.
WHAT MAKES A GOOD UX DESIGNER? About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semiHONEST INTERFACES
About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
The user experience is made up of all the interactions a person has with your brand, company, or organization. This may include interactions with your software, your web site, your call center, an advertisement, with a sticker on someone else’s computer, with a mobile application, with your Twitter account, with you over email, maybe even face-to-face. IS UX THE KEY TO A LONG-LASTING BUSINESS? But those companies who are known for experimentingAmazon, Facebook, Google, Twitter, are finding that it is a key to long-term profitability. It took Twitter years of experimentation to find the right advertising play, but now they have a model that really works for their customers. And those experiments should be simple, followingGall’s
DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former SOLVE EXISTING PROBLEMS Solve Existing Problems. In our attempt to create amazing user experiences, we often want to push the envelope, to create something new, to show people a bright new future. But too often we fall into the novelty trap. The novelty trap is when, in an attempt to dazzle our clients and our users, we focus too much on the new and not enoughon the now.
VISUAL WEIGHT
Visual weight, just like visual hierarchy is an important tool in conveying and establishing the order of importance on the page. Mistakenly applied, it can cause confusion and frustration to the user—but when done correctly—can provide a visual framework for the user to navigate and successfully use your product. March 12,2010by 52weeksofux.
WHY "CLEAN" ISN'T SUCH A DIRTY WORD FOR DESIGNERS About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
The First Rule of UX. “You cannot not communicate. Every behaviour is a kind of communication. Because behaviour does not have a counterpart (there is no anti-behaviour), it is not possible not to communicate.”—Paul Watzlawick’s First Axiom of Communication. This is the first rule of UX.52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, whichTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
The First Rule of UX. “You cannot not communicate. Every behaviour is a kind of communication. Because behaviour does not have a counterpart (there is no anti-behaviour), it is not possible not to communicate.”—Paul Watzlawick’s First Axiom of Communication. This is the first rule of UX.52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, whichTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi52 WEEKS OF UX
Last week, the most prestigious investment bank in the world, Goldman Sachs, decided to invest almost 2 billion dollars in the social network Facebook (a mix of its own and its clients capital), which on paper made the six year old startup worth $50,000,000,000. Yes, a social networking site is now worth $50 Billion Dollars.52 WEEKS OF UX
The user experience is made up of all the interactions a person has with your brand, company, or organization. This may include interactions with your software, your web site, your call center, an advertisement, with a sticker on someone else’s computer, with a mobile application, with your Twitter account, with you over email, maybe even face-to-face.52 WEEKS OF UX
This week’s guest author is Relly Annett-Baker, who writes some of the best, most interesting web copy around for clients of all sizes.She resides in Wokingham, UK. Words are the soul of user experience. More than any other design element, words communicate the bulk of the messages we communicate to others. SIMPLICITY ISN'T THAT SIMPLE Simplicity isn’t that simple. “Simplicity is the ultimate sophistication.” —Leonardo Da Vinci. Simplicity, by definition, is freedom from complexity; the absence of luxury or pretentiousness. Sophistication, on the other hand, often implies a sense of style, cultivated beauty and refinement. So is Da Vinci contradicting himselfhere?
WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:52 WEEKS OF UX
There is nothing like the moment when you suddenly come upon the answer to a design problem. Whether it is a particular interaction or the perfect design element, it is a moment of pure elation. DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
We have many words for the frustration we feel when an interface isn’t directing us to what we need to know. Loud, messy, cluttered, busy. These words have been appropriated from other parts of life, of course, but we need them to express our feeling of being overwhelmed visually by content on a A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
The First Rule of UX. “You cannot not communicate. Every behaviour is a kind of communication. Because behaviour does not have a counterpart (there is no anti-behaviour), it is not possible not to communicate.”—Paul Watzlawick’s First Axiom of Communication. This is the first rule of UX.52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, whichTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
The First Rule of UX. “You cannot not communicate. Every behaviour is a kind of communication. Because behaviour does not have a counterpart (there is no anti-behaviour), it is not possible not to communicate.”—Paul Watzlawick’s First Axiom of Communication. This is the first rule of UX.52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions canVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, whichTHE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by different TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi52 WEEKS OF UX
Last week, the most prestigious investment bank in the world, Goldman Sachs, decided to invest almost 2 billion dollars in the social network Facebook (a mix of its own and its clients capital), which on paper made the six year old startup worth $50,000,000,000. Yes, a social networking site is now worth $50 Billion Dollars.52 WEEKS OF UX
The user experience is made up of all the interactions a person has with your brand, company, or organization. This may include interactions with your software, your web site, your call center, an advertisement, with a sticker on someone else’s computer, with a mobile application, with your Twitter account, with you over email, maybe even face-to-face.52 WEEKS OF UX
This week’s guest author is Relly Annett-Baker, who writes some of the best, most interesting web copy around for clients of all sizes.She resides in Wokingham, UK. Words are the soul of user experience. More than any other design element, words communicate the bulk of the messages we communicate to others. SIMPLICITY ISN'T THAT SIMPLE Simplicity isn’t that simple. “Simplicity is the ultimate sophistication.” —Leonardo Da Vinci. Simplicity, by definition, is freedom from complexity; the absence of luxury or pretentiousness. Sophistication, on the other hand, often implies a sense of style, cultivated beauty and refinement. So is Da Vinci contradicting himselfhere?
WHY UX IS REALLY JUST GOOD MARKETING About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:52 WEEKS OF UX
There is nothing like the moment when you suddenly come upon the answer to a design problem. Whether it is a particular interaction or the perfect design element, it is a moment of pure elation. DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former52 WEEKS OF UX
We have many words for the frustration we feel when an interface isn’t directing us to what we need to know. Loud, messy, cluttered, busy. These words have been appropriated from other parts of life, of course, but we need them to express our feeling of being overwhelmed visually by content on a A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:THE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:THE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi52 WEEKS OF UX
Last week, the most prestigious investment bank in the world, Goldman Sachs, decided to invest almost 2 billion dollars in the social network Facebook (a mix of its own and its clients capital), which on paper made the six year old startup worth $50,000,000,000. Yes, a social networking site is now worth $50 Billion Dollars.52 WEEKS OF UX
This week’s guest author is Relly Annett-Baker, who writes some of the best, most interesting web copy around for clients of all sizes.She resides in Wokingham, UK. Words are the soul of user experience. More than any other design element, words communicate the bulk of the messages we communicate to others.52 WEEKS OF UX
The user experience is made up of all the interactions a person has with your brand, company, or organization. This may include interactions with your software, your web site, your call center, an advertisement, with a sticker on someone else’s computer, with a mobile application, with your Twitter account, with you over email, maybe even face-to-face. SIMPLICITY ISN'T THAT SIMPLE Simplicity isn’t that simple. “Simplicity is the ultimate sophistication.” —Leonardo Da Vinci. Simplicity, by definition, is freedom from complexity; the absence of luxury or pretentiousness. Sophistication, on the other hand, often implies a sense of style, cultivated beauty and refinement. So is Da Vinci contradicting himselfhere?
52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:52 WEEKS OF UX
There is nothing like the moment when you suddenly come upon the answer to a design problem. Whether it is a particular interaction or the perfect design element, it is a moment of pure elation.THE LOCAL MAXIMUM
The local maximum is a point in which you’ve hit the limit of the current designit is as effective as its ever going to be in its current incarnation. Even if you make 100 tweaks you can only get so much improvement; it is as effective as its ever going to be on its current structural foundation. The local maximum occurs frequentlywhen UX
52 WEEKS OF UX
We have many words for the frustration we feel when an interface isn’t directing us to what we need to know. Loud, messy, cluttered, busy. These words have been appropriated from other parts of life, of course, but we need them to express our feeling of being overwhelmed visually by content on a DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:THE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi 52 WEEKS OF UXGALL'S LAWLOCAL MAXIMUM Consolidating routines - identify similar processes and use similar approaches. Building patterns - put similar things in similar places so people can act through intuition. Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not asoften as you think.
52 WEEKS OF UX
By focusing on whether people are frustrated, already taking action, or most importantly already spending money, UX designers can be sure they’re tackling the most important problems for their clients and customers. December 8, 2010by 52weeksofux. Tags:10 PRINCIPLES OF UX
10 Principles of UX. 1. The Experience Belongs to the User: Designers do not create experiences, they create artifacts to experience. This makes all the difference. Since experience is subjective it cannot be designed in quite the same way that a physical product can. However, that doesn’t mean we can’t design the framework within which52 WEEKS OF UX
This week’s guest author is Karen McGrane, an accomplished user experience and interaction design consultant, with 15 years of professional experience in customer research, information architecture, and content strategy.. I remember the first time I heard the phrase “information architecture.” It was in the technical communication program at RPI, in a conversation with the departmentTHE FIVE W'S OF UX
The Five W’s of UX. Who, What, Where, When, Why (and How - it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:THE USAGE LIFECYCLE
The Usage Lifecycle. As users interact with your product or service, they proceed through a series of steps called the usage lifecycle. The usage lifecyle is a mapping of the user’s experience with your design. Like other lifecycles, the usage lifecycle has a beginning, middle, and an end, each of which are characterized by differentVISUAL HIERARCHY
Visual hierarchy suggests there is a proper way to view content visually: in a hierarchical way. In other words, there is a pecking order to thingssome content should be viewed first, some second, some third, and on down the line. The most important content is at the top of the hierarchy. It’s the visual element you look at first, which TURN YOUR HIPPO INTO A UX HERO About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former IT'S THE LITTLE THINGS It’s The Little Things. The restaurant is fairly full on this warm Sunday night at SXSW. The lights are low and the place has a back-woodsy charm about it. There is a small 4-piece band tucked away in the corner. The drummer keeps things swinging with just a snare and high-hat. There’s a man playing the upright bass and a guy on a semi52 WEEKS OF UX
Last week, the most prestigious investment bank in the world, Goldman Sachs, decided to invest almost 2 billion dollars in the social network Facebook (a mix of its own and its clients capital), which on paper made the six year old startup worth $50,000,000,000. Yes, a social networking site is now worth $50 Billion Dollars.52 WEEKS OF UX
This week’s guest author is Relly Annett-Baker, who writes some of the best, most interesting web copy around for clients of all sizes.She resides in Wokingham, UK. Words are the soul of user experience. More than any other design element, words communicate the bulk of the messages we communicate to others.52 WEEKS OF UX
The user experience is made up of all the interactions a person has with your brand, company, or organization. This may include interactions with your software, your web site, your call center, an advertisement, with a sticker on someone else’s computer, with a mobile application, with your Twitter account, with you over email, maybe even face-to-face. SIMPLICITY ISN'T THAT SIMPLE Simplicity isn’t that simple. “Simplicity is the ultimate sophistication.” —Leonardo Da Vinci. Simplicity, by definition, is freedom from complexity; the absence of luxury or pretentiousness. Sophistication, on the other hand, often implies a sense of style, cultivated beauty and refinement. So is Da Vinci contradicting himselfhere?
52 WEEKS OF UX
As UX designers, we have much to learn from the gaming industry. Delivering a top-notch design requires effort on a multitude of fronts, but we’ll find consistent success with an approach that begins with knowing our audience as deeply and confidently as Nintendo, Microsoft, and Apple. November 21, 2010by 52weeksofux. Tags:52 WEEKS OF UX
There is nothing like the moment when you suddenly come upon the answer to a design problem. Whether it is a particular interaction or the perfect design element, it is a moment of pure elation.THE LOCAL MAXIMUM
The local maximum is a point in which you’ve hit the limit of the current designit is as effective as its ever going to be in its current incarnation. Even if you make 100 tweaks you can only get so much improvement; it is as effective as its ever going to be on its current structural foundation. The local maximum occurs frequentlywhen UX
52 WEEKS OF UX
We have many words for the frustration we feel when an interface isn’t directing us to what we need to know. Loud, messy, cluttered, busy. These words have been appropriated from other parts of life, of course, but we need them to express our feeling of being overwhelmed visually by content on a DELIVERABLES VS. DELIVERY About the authors. Joshua Porter is a product designer and co-founder of Rocket Insights, a Boston-based design/dev agency.He is long-time publisher of bokardo.com and wrote the book Designing for the Social Web.Josh's twitter handle is bokardo.. Josh Brewer is the Co-founder & CEO of Abstract, the modern design workflow platform.He is formerly Principal Designer at Twitter and the former A PICTURE IS WORTH A 1000 WORDS, EXCEPT WHEN IT... A picture is worth a 1000 words, except when it isnt. One of the primary jobs of any designer—regardless the medium—is to convey complex stories and ideas visually in such a way that the viewer can nearly instantly comprehend the information being presented. Human beings are highly visual creatures able to make connections andprocess
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52 Weeks of UX
52 WEEKS OF UX A DISCOURSE ON THE PROCESS OF DESIGNING FOR REAL PEOPLEsubscribe
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☞ Week 51 ☜
WHAT DOES IT MEAN TO BE SIMPLE? All designers say simplicity is important, but what does it really mean to make something simple? Most of the time we think it means less, that by removing stuff we achieve simplicity. We think by keeping content above the fold we’re helping people focus, or by using bullets instead of paragraphs more people will read it, or by cutting text in half it becomes more clear. But simple doesn’t mean “less”. A better definition would be “just enough”. Oops, I may have oversimplified there… In some cases designs actually need more of something to become simple. So a better definition of simple is “just enough for comprehension and the ability to pursue and complete our goals”. Instead of hiding or cutting stuff away, here is how we can achieve more meaningful simplicity in our designs: * HAVE A SINGLE CORE IDEA (not several ideas, or a partial idea) * IMPROVE CLARITY OVER TIME (don’t overwhelm with inappropriatedetails)
* USE CONSISTENCY (avoid using unnecessarily unique interfaces andmessages)
HAVE A SINGLE CORE IDEA Attention and interest are the first things you need to develop to get someone to take any kind of action. The best way to grab attention and build interest is to present a single core idea, fully fledged. This allows the user to make a binary decision about it: “Am I interested or not?”. Introducing a feature in a way that people can instantly map it to a desired outcome will help them prioritize and be confident about their next step. The need to present a single core idea is true from the big picture all the way down to each of the smallestfeatures.
> “Nothing says Send Message, like the words ‘Send Message’.” > - Des Traynor @destraynor>
This is an example of a small feature being extremely clear to an outcome. The copy here could have been “Go” or “Submit Now” or just “Send”. None of these are as clear or binary as “Send Message”, which in two words allows people to confidently agree or disagree with it. As you move into more complex features being binary gets exponentially harder, but the goal should remain the same: lead people with a core idea that properly sets their expectations. If we fail to do this, the perception of complexity will grow. A single core idea is: * Binary - simple enough that there are only two sides to it…allowing people to assess their agreement or not. * Stated in plain language - be as clear and obvious about the problem or opportunity as possible. * Repeated constantly - every interface should reiterate the appropriate problem or opportunity where appropriate. * Tied to an outcome - the end goal of each problem or opportunity should always be visible. IMPROVE CLARITY OVER TIME After gaining people’s interest, getting them to invest their time and mental energy is the next big step. Even when your audience finds your application interesting, there can still be lots of friction. If they’re intimidated by it, the adoption rate will be slow. You have to show them that they can accomplish their goals without frustration. > “Web copy: Write too little and the meaning doesn’t come > through. Write too much and the block is skipped because it was too > thick to scan.” - Ryan Singer @rjs>
Much like a conversation that is refined over time, the right details in the right moments will give momentum to the process and increase the chances of it reaching a positive end. Removing relevant, but inappropriate details, will keep people moving forward and reduce the chances of being distracted. Remember, every investment of time or mental effort without a meaningful result will add to the perceptionof complexity.
Improve clarity over time with: * Clear starting and ending points - make sure it’s obvious how to do something valuable within an interface. * Progressive disclosure - be appropriate: put focus only those details that help with comprehension of the current task. * Obvious paths - always provide a clear transition to the next stepor level of detail.
USE CONSISTENCY
A new user and a long-time user are very different animals. If you want to keep people around, you need to help them feel like they’re mastering each part of the application and have no reason to worry about the next one. Each feature needs to be approachable enough to seem enjoyable and feel like it’s going to be the best use of theirtime and energy.
> “Whether it is flags waving in the wind, the difference between > empty or crowded train platforms, or the footprints in the fields > that suggest paths to follow, we search for significant signs in the > world that offer guidance.” - Don Norman @jnd1er>
Showing people a friendly face will give them confidence and put a smile on their face. Help people see things they’ve seen before and draw conclusions based on things they already know. There’s nothing wrong with a complex interface when you have a complex problem, but there’s no excuse for dropping someone off in a foreign land without a guide or a map. That’s just mean. Be consistent through: * Consolidating routines - identify similar processes and use similarapproaches.
* Building patterns - put similar things in similar places so people can act through intuition. * Occasionally breaking the rules - know when an interface is genuinely unique–it’s probably not as often as you think.WHEN MORE IS LESS
Prevailing wisdom suggests that simplicity is about less…removal and reductionism. But simplicity is really about comprehension and clarity of purpose…can we design such that people instantly understand what’s going on and make a confident decision about what to do next? To practically achieve simplicity we can stick to a single core idea, improve clarity over time, and use consistency to help users achieve efficiency. In this way more can be less…by adding the appropriate details at the appropriate time the entire process comes to seem simple to the people using it. Simplicity has tricked us into thinking its about less. But it’s really about having just enough. December 22, 2011by Daniel Ritzenthaler* Tags: Week 51
danritz
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☞ Week 51 ☜
IS UX THE KEY TO A LONG-LASTING BUSINESS? > “But what if the firm was driven, not by the goal of short-term > profitability, but by the goal of continuous innovation in service > of finding new ways of delighting customers? The new bottom line of > this kind of organization becomes whether the customer is delighted. > Conventional financial measures such as maximizing shareholder value > are subordinated to the new bottom line. Profit is a result, not a> goal.”
Writing for Forbes, Steve Denning elucidates the work of ClaytonChristensen
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whose book The Innovator’s Dilemma(first chapter here
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continues to redefine business success in the 21st century. After studying many industries over several decades, Christensen concludes that a relentless focus on the user experience, not profit, is what is driving today’s best companies like Amazon, Apple, and Salesforce. Instead of squeezing every last drop out of the existing business (milking the cash cow), these companies are constantly searching for better ways to delight their customers, even if it cannibalizes their existing businesses. Consider that Apple’s greatest competitor for the iPod was not a product from another company, but their own next product, the iPhone. The Innovator’s Dilemma starts with a brilliant question: “How can great firms fail?” Instead of assuming that firms become incompetent, Christensen assumes they are acting rationally even as they get upended in the marketplace. Instead of asking “How did they get so dumb so quickly?” Christensen asks “Why do leading companies with extremely smart leaders still get disrupted?”. Most armchair analysis generally assumes that leaders become incompetent…and of course incompetence can be used to explain_anything_.
Christensen, a Harvard business professor, is not a designer and did not intend to get into the game of user experience…nor did he focus much on design when investigating why leading companies tended to be disrupted by smaller companies with seemingly different goals. The importance of user experience wasn’t Christensen’s initial focus…but it was the end result of listening to what the data had tosay.
And the data shows that user experience is a key differentiator. But why? Easy. Customer happiness is a leading indicator of the future health of any company. If you are making people happy, and continually invest and innovate to make people happy, then they will keep giving you their money for your product or service. It’s such a simple equation that it goes without saying…and because it goes without saying it is often forgotten. When you’re looking at spreadsheets with dollar signs on them all day it is very easy to lose sight of the happiness of your customers. In the same way that tweaking a design can lead one to get stuck in alocal maximum
for that
screen, optimizing your existing business around the current product line can get your entire company stuck in a local maximum…so that by the time you realize it’s not working anymore it’s already toolate.
So what are the changes this leads to? Here are several: * CUSTOMER HAPPINESS BECOMES THE #1 METRIC.To continually innovate and produce designs that make people happy, profit cannot be the #1 metric of a company. Instead, it’s an indirect play for customer happiness. To solve for customer happiness, now and going forward, is to continually innovate and look for opportunities to delight. One way to measure customer happiness is with Net Promoter Score, or NPS. NPS is a customer loyalty survey given out to customers that asks a simple question “How likely is it that you would recommend our company to a friend or colleague?”. If people are likely to recommend you to a friend you can be confident that they’re happy as a customer. Apple uses NPS to gather customer feedback…it is said their managers call unhappy customers within 24 hours based on this approach. (see my notes in Metrics Driven Designfor more)
* DESIGN IS NEVER DONE. You don’t release and forget. You release and renew. If the goal is continuous innovation then product teams are responsible for the designs they release and continually improving those designs. Obviously after release a product won’t be pushed on as hard, but its likely that it’s not perfect. Look at Apple’s iLife software…very small improvements every year but enough to keep the software at or near the top…and then a feature like Faces (one of my all-time favorite features of any software) keeps them there for several more years. If a product is successful then it moves the bar higher for everyone, including itself. * EXPERIMENTATION IS THE NEW NORMAL. In addition to continually improving what you have, experimenting with new stuff becomes critical. Experimentation in design is still relatively new for many people. But those companies who are known for experimenting…Amazon, Facebook, Google, Twitter, are finding that it is a key to long-term profitability. It took Twitter years of experimentation to find the right advertising play, but now they have a model that really works for their customers. And those experiments should be simple, following Gall’s Law . Continually create simple things and launch them to figure out where the next big breakthrough will happen. The end result of this experimentation is that you compete with yourself. It’s so much better to be your own competitor than to have it be someone else. Most designers and product people have known for a long time that a great user experience is important for long term success. But when business people start talking design it’s a good indicator that the playing field has changed. December 22, 2011by Joshua Porter* Tags: week 51
bokardo
View Previous WeekABOUT THE AUTHORS
Joshua Porter is a product designer and co-founder of Rocket Insights , a Boston-based design/dev agency. He is long-time publisher of bokardo.com and wrote the book Designing for theSocial Web
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Josh's twitter handle is bokardo . Josh Brewer is the Co-founder & CEO of Abstract , the modern design workflow platform. He is formerly Principal Designer at Twitter and the former Director of UX at Socialcast.com. Josh's twitter handle is jbrewer.
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