Animated UIs can improve the UX. I said ‘can’.
“Animation, like any other facet of the web, must be designed. As web developers, we think about the effects of typography, layout, interaction, and shifting viewports, but when incorporating animation we have another factor to consider: time. It’s not just an extra aspect to consider, either: it increases the complexity of each of the aforementioned parameters exponentially. Rather than viewing this as a heavy mass of ideas, we can bake animation into the core of our user experience process to create dazzling, exciting, and engaging work that pushes boundaries and collectively elevates the medium of the web.”
(Sarah Drasner a.k.a. @sarah_edo ~ Smashing Magazine) ★
Old and still relevant. Human characteristics are of all times.
“When it comes to designing the UX, we need to take into consideration the necessity for a social outlet within our website or application. Allow for greater social interconnectedness in your designs so that people can go to each other for guidance and advice within your application, such as with ratings, reviews, news and forums. Allow users to forge helpful relationships, be it with similar users or with customer support. Give people an awareness of the size of the community they operate in to give them a sense of belonging as well as the choice of where they want to fit in within the community by establishing their profile.”
(Vanessa Carey ~ Methods & Tools) HT janjursa ★
There was a time when CUI meant ‘Character-based User Interface’. That time has gone.
“I think it’s safe to say that, going forward, the majority of mobile UI designs will be based on the card UI paradigm. The next logical step is marketing professionals and ad agencies starting to embrace cards. The larger platforms are already embracing it. The card UI is set to be the next creative canvas for online content and will consequently also be the next big ad unit.”
When even the popular press gets into a DTDT conversation, we haven’t done a great job.
“The key can be found in ensuring that the UX is designed end-to-end from a core understanding of the user through to design and delivery, whereas the UI is the presentation designed to expose the power of that design process underpinning the UX for the user. Combined, UI and UX are the two different aspects that literally define the success of your product.”
(Sarah Deane a.k.a. @4HourUX ~ Huffington Post) ★
A talk about all kinds of buzzies.
“It was always amusing to be inside Apple and read what journalists said we were doing. Journalists have little idea of what is happening inside a company, so they make things up. Most journalists have never worked for product companies, so their knowledge is superficial at best.”
(Christian Dahlström ~ Screen Interaction) ★
The UX of security and privacy is a serious design challenge.
“Why show passwords? Passwords have long been riddled with usability issues. Because of overly complex security requirements (a minimum number of characters, some punctuation, the birthdate of at least one French king) and difficult to use input fields, password entry often results in frustrated customers and lost business.”
(Luke Wroblewski a.k.a. @LukeW) ★
The new era of design for smartness is on the horizon.
“The addition of sensing and connectivity to products is rapidly changing what we learn from them, how we perceive them, and how we use them. Those same technologies are also feeding backwards, changing how we design products. (…) Wireless sensors and fast processors are popping up everywhere, allowing us to generate volumes of real-time data about human behavior and our world. At frog we define sensing as the ability to harness these real-time data streams to identify patterns, generate insights, and design better experiences for people. As engineers crack the technical challenges, from ultra-cheap sensors to exabyte-scale data processing, designers must discover how we can adapt these technologies to human life.”
(Tue Haste Andersen & Simone Rebaudengo ~ frog DesignMind) ★
Another design challenge emerging from technology: Design for connected experiences.
“(…) we live in a world of increased complexity, in which digital data, everyday objects, and social practices are increasingly connected and interdependent. In a world of increasing complexity, designing digital technologies that facilitate meaningful interactions and integrate elegantly in our everyday lives requires an understanding of how to design for commensurability – that is, making our ability to connect across networks commensurate with our current practices in the physical world. Designing the connected everyday is fundamentally about making things commensurate as much as it is about making them smart.”
(Elisa Giaccardi a.k.a. @elisagiaccardi ~ ACM Interactions Magazine Jan/Feb 2015) ★
Know your professional history. Moving from HCI to UX into a steep valley or ravine.
“In this editorial, I advocate a new form of interactive community publication (…) to respond to new creative emphases within human-focused interaction design practices and research. I have called this CLUF (creatively led user foci), pronounced like the Northern English word clough, meaning a steep valley or ravine. The realities of reflective creative practices are that we can always probe further and explore more as we work down through layers of design practice. CLUF would support a much needed online community of practice around systematic rigorous exploration of creative UX.”
(Gilbert Cockton ~ Journal of Usability Studies Volume 10, Issue 1, November 2014)
It’s that time of the year for trends of the future, so I thought…
“Human–media interaction research is devoted to methods and situations where humans individually or collectively interact with digital media, systems, devices, and environments. Novel forms of interaction paradigms have been enabled by new sensor and actuator technology in the last decades, combining with advances in our knowledge of human–human interaction and human behavior in general when designing user interfaces.”
(Anton Nijholt ~ Frontiers in ICT)
Leading the attention of a person somewhere else than necessary.
“Wait animations, such as percent-done bars and spinners, inform users of the current working state and make the process more tolerable to the user by reducing uncertainty. Users experience higher satisfaction with a site and are willing to wait longer when the site uses a dynamic progress indicator.”
(Katie Sherwin ~ Nielsen Norman Group)
Designing the UI with increasing cinematographic effects. Smooth operator.
“Moving elements are a powerful tool to attract users’ attention. When designing an animation consider its goal, its frequency of occurrence, and its mechanics.”
(Aurora Bedford a.k.a. @aurorararara
~ Nielsen Norman Group)
No knowledge required to really understand the delta?
“We’ve all overheard conversations, walking down hip streets of the world’s tech capitals, discussions about the great UX of a product, or the poor UI of a website. Is it a secret language you will never be privy to? Are these people just using slang to look cool?Well, ok probably yes to the latter, but a determinate NO to the rest. Read on to learn what these terms mean, which jobs are better paid, and how to become a UX or UI designer.”
(Emil Lamprecht a.k.a. @EmilLamprecht ~ Career Foundry)
Zeitgeist: IBM and Apple showed the way.
“Businesses are starting to realize the potential of good UX. With a substantial percentage of the workforce retiring in the next three to five years, organizations need software for a new wave of workers—business software that works like the apps they use at home. Our customers who have already adopted Infor’s new UX are seeing lower turnover rates, less training time, and more satisfaction among their workers. They tell us they’re hungry for more. And we’re getting ready to deliver.”
(Marc Scibelli ~ UX Magazine)
Challenging the UX way of thinking from a marketing and branding perspective.
“In his opening keynote Thomas Marzano challenges the HCI community to think about Brand Experience instead of User Experience. Tapping from his experience with the new Philips Brand, he will demonstrate us how a company should approach its brand in a holistic way and thus create a better and deeper felt brand differentiation. Thomas firmly believes that putting people at the centre of imagination is the only sustainable way of creating meaningful experiences.”
(Thomas Marzano a.k.a. @ThomasMarzano ~ Chi Sparks 2014 videos)
HCI evolved into UX, but is still in need of theory (a.k.a. ideas), research, and design.
“It is perhaps through effectively communicating the outcomes of academic HCI’s explorations of future interactive technologies that academia can offer the greatest value to UX professionals working in industry. Many UX professionals do not have the luxury of time that would enable them to look beyond immediate requirements. But doing research with a broader focus is common in academia.”
(Stuart Reeves ~ UX matters)
Icons, the field of Kare.
“A user’s understanding of an icon is based on previous experience. Due to the absence of a standard usage for most icons, text labels are necessary to communicate the meaning and reduce ambiguity.”
(Aurora Bedford ~ Nielsen Norman Group)
Established findings in psychology never die in HCI.
“Showing users things they can recognize improves usability over needing to recall items from scratch because the extra context helps users retrieve information from memory.”
(Raluca Budiu ~ Nielsen Norman Group)
Another step to use cinematography features into digital design for understanding.”
“Carefully choreographed motion design can effectively guide the user’s attention and focus through multiple steps of a process or procedure; avoid confusion when layouts change or elements are rearranged; and improve the overall beauty of the experience.”
(Paul Stamatiou a.k.a. @Stammy)
A really good start of any article: “This article has no pictures. I don’t want to disappoint readers who are expecting glossy images, straightforward examples, or prescriptive methods. I’m not going to give any.”
“The point of this article is to motivate ‘undesign thinking’ and rethink the familiar forms of interaction design. I want to recast with positive connotations the words we have for articulating what is objectively negative. Doing so will hopefully allow us to speak and write more openly and productively about designing to inhibit, displace, erase, or foreclose. But beyond speaking and writing about design, I want to suggest practical design action. Not just the type of practical action we typically think of as interaction design, but forms of design that may seem too different or else too trivial to fall within the scope of interaction design. Indeed, thinking in negative terms about design may require us to broaden our understanding of practical action. Is replacing a digital technology with a non-digital technology interaction design? Is replacing a high-tech digital display with a paper display interaction design? Is removing Wi-Fi interaction design? (…) At the very least, such intentions, actions, and outcomes suggest both opportunities and responsibilities for interaction design—regardless of whether we call them undesign, design, or something else altogether.”
(James Pierce ~ ACM Interactions Magazine July + August 2014)