Design involves decisions, and those decisions are often flawed because our brains are wired for survival. The same brain features that literally helped us survive in the wild do not serve us well in the 21st-century workplace. In this article, Eric Olive will identify four decision-related traps that impede good design and offer techniques for avoiding these traps. These decision traps are based on research conducted by psychologists, neuroscientists, molecular biologists, and behavioral economists including several cited here.
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Many mobile applications require access to location, photos, and even the camera during installation, which isn’t something most customers would be happy to consent to. In this series of articles, Vitaly Friedman talks about privacy-related design patterns. You’ll be exploring some of the respectful ways to approach privacy and data collection, and how to deal with the notorious cookie consent prompts, intrusive push notifications, glorious permission requests, malicious third-party tracking and offboarding experience.
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With so many applications and services and people and machines and chatbots fighting for our attention, staying focused is a luxury that needs to be savored and protected, and so no wonder notifications don’t enjoy a decent reputation these days. More than that, often they feel off the point and manipulative, too. In this series of articles, Vitaly Friedman will talk about privacy-related design patterns. He’ll be exploring some of the respectful ways to approach privacy and data collection, and how to deal with those notorious cookie consent prompts, intrusive push notifications, glorious permission requests, malicious third-party tracking and offboarding experience.
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Story structure can be the lens through which we view websites. It helps us step into the user’s shoes and understand where and how users interact with our websites. The user finds themselves on a journey through your website on the way to their goal. If you can see this journey from their perspective, you can better understand what they need at each step, and align your goals with theirs. We, web professionals and site owners, are characters in their story and it’s about time we acted like it.
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Now cookie prompts aren’t particularly useful, but they certainly helped raise awareness about privacy and data collection on the web. In fact, users now know that websites track their data, which they weren’t aware of a few years ago. But they often see it as a necessary evil in exchange for accessing the content “for free.” This series of articles is about privacy-related design patterns. Vitaly Friedman will be exploring some of the respectful ways to approach privacy and data collection, and how to deal with those notorious cookie consent prompts, intrusive push notifications, glorious permission requests, malicious third-party tracking and offboarding experience.
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Web interfaces have become quite a character, haven’t they? Self-indulgent, impolite, disrespectful and obsessed with user’s data. In this series of articles, we’re looking into privacy UX patterns to make our interfaces better without leaving conversion considerations behind. In this four-part series, Vitaly Friedman will explore some of the respectful ways to approach privacy and data collection, and how to deal with notorious GDPR cookie consent prompts, intrusive push notifications, glorious permission requests, malicious third-party tracking, and offboarding experience.
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When we combine the nature of fallbacks, we can start to see how they might help us gather feedback. Feedback is the key to understanding whether what you’ve created is valuable or not. In order to have successful products, we need to understand our users and implement great feedback loops so that we can make good decisions and build great products. Today, Ben Christine will dive into some examples from the wild in which feedback loops are missing from popular fallbacks. Then, he will follow up with ideas of how that feedback loop might look and work in those fallbacks.
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In Part 1, Alvin explained the basics of how to design a virtual reality model. In Part 2, he showed how to implement the game’s core logic. In this final part of his tutorial, the finishing touches will be added such as the “Start” and “Game Over” menus as well as a synchronization of game states between mobile and desktop clients. This paves the way for concepts in building multiplayer games. To get started, you will need Internet access, a Glitch project completed from part 2 of this tutorial, and a virtual reality headset.
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Slack has done a lot to bring teams and partners together online. It’s also done a lot to empower developers to build their own custom apps for it. Until recently, however, developers were limited by how much they could do to customize the design of those apps. That’s changing today with Block Kit. Today, Suzanne Scacca is going to talk about Block Kit, Slack’s contribution to building a better collaboration UI.
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If you’ve ever wondered how games with keyboard-less support for VR headsets are built, then this tutorial explains just what you’re looking for. Here’s how you too can bring a basic, functioning VR game to life. In this part, Alvin Wan will implement the game’s core logic and utilize more advanced A-Frame environment manipulations to build the “game” part of this application. By the end, you will have a functioning virtual reality game with a real challenge.
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