As much as we aim to design our mobile apps and websites for contextual use, testing their usability in context can be challenging. One approach to mobile testing is participatory design. A participatory design test session typically takes about an hour and has four parts. In this article, Marina Lin conducted this type of study while researching how visitors to Cars.com’s app use their mobile device while purchasing a car on a dealer’s lot.
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Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades? Not being able to “show” the interactions and animations that bring our designs to life is one of the common struggles plaguing our industry. Exacerbating the urgency of this challenge is the simple fact that we now design for screens that can be tapped, pinched, swiped, zoomed, and more.
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In a previous article, Svetlin Denkov briefly mentioned another category of clickthrough prototypes: widget-based mockups that are designed on the target device and that expand on sketches by introducing user interface (UI) details and increased visual fidelity. These prototypes can be used to pitch ideas to clients, document interactions and even test usability. In this article, he will teach you how to use the iPad app Blueprint to put together such prototypes in the form of concept demos, which help to manage a client’s expectations when you are aligning your visions of a product.
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With a distinct lack of debugging tools, developers turned to a variety of hacks. In general, these hacks were an attempt to recreate a given issue in a desktop browser and then debug with Chrome Developer Tools or a similar desktop toolkit. To put it bluntly, these hacks don’t work. If you’re recreating issues on the desktop, then you can’t be certain that any of your fixes will work. In this article, Jon Raasch will explore a variety of emulators and simulators that you can use for quick and easy testing. Then, he’ll look at remote debugging tools, which enable you to connect a desktop computer to a mobile device and leverage a rich debugging interface.
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As responsive design has evolved, we now more often start with the content and then set breakpoints when the content “breaks.” This means that you might end up with quite a few content-centric breakpoints and no particular devices or form factors on which to test your website. However, we need to continually monitor a design’s performance with real traffic. Content-centric breakpoints are definitely the way to go, but they also mean that monitoring your website to identify when it breaks is more important. In this article, Jon Arne Sæterås and Luca Passani will demonstrate how WURFL.js and Google Analytics can work together to show performance metrics across form factors. No more guessing.
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Using the data from over 22 billion email subscribers, we determined what designers should prioritize when creating an email newsletter, both this year and beyond. Which email clients and platforms should we be supporting now? Should we learn all of the email workarounds or just use existing builders and frameworks? In this article, Ros Hodgekiss will interpret the numbers from her “Email Marketing Trends” report to help designers like you make informed decisions about what works and what doesn’t in email newsletters.
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Why should you care about who’s using a mobile device and who’s not? Because people often behave differently when browsing on a phone versus a desktop. Costs can vary widely by device and visits from mobile might provide more or less value to a particular advertiser. Also, you might want to drive mobile users to different pages than desktop users. So, how do you build a campaign that targets only mobile devices via AdWords? The short answer is you can’t. However, a number of workarounds are available. First, let’s look at a couple of AdWords features that focus spending on mobile: bid modifiers and mobile-preferred ads.
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Displaying onboarding screens to first-time users has become a common practice in mobile apps. Given that these are often the first set of screens with which users interact, they also set the users’ expectations of the app. Therefore, it is essential that those involved in creating the product take the time to evaluate whether onboarding is necessary for the app and, if so, to determine the best way to implement it. In this article, Germaine Satia will provide some good tips on how to approach onboarding, some common implementations, alternative techniques, as well as resources to help you provide the best experience for users.
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New tools have emerged to address the challenges of responsive web design. And there is that’s been a leap forward in productivity for the team that Richard Knight works with. Its name is Webflow, and it could be the solution to the problems you face with static design comps produced in Photoshop and Fireworks. In this article, Richard will explore the advantages of Webflow and how you can use it to build responsive websites today. He will take you step by step through the process of creating a responsive website layout for a real project, and identify Webflow’s advantages and where it comes up short.
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“Free Time” is an iPhone app that flips your calendar upside down and lets you focus on the free time in your day, instead of all the busy time. In this article, Ben Johnson will show you how it came to be and what his team ultimately learned in the process. Also he’ll give you some advice for when you build your next great idea. This is the story of how limitations led to his biggest success in the App Store — and his biggest failure.
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