When we design responsive websites, we tend to see responsive design merely as a collection of slightly differently sized rectangles, with a slightly different layout, sometimes with slightly different content poured into them. In this article, Vitaly Friedman features some of the slightly more obscure design patterns, such as responsive car-builder interfaces, mega dropdown navigation, content grids, maps and charts, as well as responsive art direction.
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An ever-growing number of web users around the world are living with dementia. They have very varied levels of computer literacy and may be experiencing some of the following issues: memory loss, confusion, issues with vision and perception. In this article, Laurence Ivil and Paul Myles will share some lessons they learned along the way about making a dementia-friendly front end on a tight budget. By making websites more accessible to a growing group of users who are so often excluded from the benefits that the internet has to offer, designers are not only supporting people living with dementia, but also those with similar accessibility challenges.
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Systems build on systems, and those simple systems can provide a key to designing for more complex spaces. In the space of digital design, if you ensure that your simplest dynamic systems of content, structure and meaning-making work as intended at a foundational level, then you can lay the groundwork for larger, more complex systems that also work as intended. In this article, Andy Fitzgerald will show you how to use a simple set of open-source tools to introduce real, dynamic content into your prototyping process from day one. This approach allows you to focus on how users understand your content from the very start of a project and to subsequently build structural, visual and technical elements atop that foundation of understanding.
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In this article, Charles Hannon will show you how to wave the structure of jokes into the structure of an interaction, so that the feeling of delight one gets from a joke is re-expressed as a more lasting form of understanding and competence through the interaction. Specifically how the very moment one does or does not get a joke, does or does not understand an interaction.
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In recent years, new prototyping tools have emerged, many for mobile design. The landscape is constantly changing, with some tools losing favor with UX designers (or UXers) and others taking their place. While this article will not serve as a complete paint-by-numbers manual for selecting a prototyping tool, Svetlin Denkov will discuss important factors that influence the selection process. Near the end of the article, the “Resources” section will point you in the direction of more specific comparisons to give you additional context for decision-making.
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Leadership is not a dirty word. It’s not about ditching collaboration. It’s not about commandeering the room and shelling out mandates. Leadership is a natural, normal human craving. For a group to succeed — for design to succeed — someone has to establish a vision, a goal, a destination, and help the team get there — inspire the team to get there. In this article, Robert Hoekman Jr will look at how to run a kickoff and how to get yourself into a positive position in which you can steer the ship, rather than crash it into the dock.
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In this article, Cosima Mielke has done some digging around and found some interesting UI demos and concepts for you to indulge in and build upon: dialog and modal windows, signup and login screens, navigation and menus, sliders and toggles. Small bits of delight that make the user’s interaction with a website or app more pleasant. Enjoy!
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Can you improve your user experience with real-time features such as in-app notifications, geo-location tracking, collaboration and data visualisation? Real-time technology is fast becoming an integral part of our everyday lives; it’s in many of our favourite apps and it’ll soon be a big part of the smart homes of the future. Remember: expect today’s attractive feature to be tomorrow’s must-be. Should you be using real-time features in your product? In this article, Lauren Plews will look at the reasons why you should consider real-time.
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In this article, Ksenia Sternina decided to analyze the physiology of using the interface of Mail.Ru’s Email app; for example, how comfortable is it to use an iPad app in typical positions? The behaviors we studied included tapping buttons while lying down, browsing photos while sitting, swiping, and writing text. Her results revealed a number of purely ergonomic problems that should be taken into account when developing any iPad app. The results are shown here on an iPad layout using a three-color schema. Controls located in the green zone are easily reachable by the average person; the yellow zone is still reachable but not as easily; and the red zone is the most inconvenient location for controls.
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Procedural content generation has been in use for the last 40 years in video games, and it’s a key characteristic of rogue-like games. Instead of manually writing different levels, defining where walls are or where monsters are hidden, you could use an algorithm to generate that for you. While there are many different situations in which procedural content generation is possible to use, it’s more evident in well-known video games. There is one example which is less well known but highly respected by passionate geeks: Dwarf Fortress. In this game an entire world is simulated with its history.
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