Check out this great collection of UI gestures. I really like the fold below.

Nice example of a “fold” gesture.
Check out this great collection of UI gestures. I really like the fold below.

Nice example of a “fold” gesture.
Christian Holst’s article Form-Field Validation: The Errors-Only Approach outlines an interesting error message strategy. The idea is that when a form is submitted and errors are returned, only the fields that need to be corrected are (re)displayed to the user instead of showing them the whole form again.
This makes sense conceptually because the users only see the items they have to correct so it’s immensely clear. The problem, which is a show-stopper, is the loss of context. If the user wants to change their inputs based on their errors, they’ve already lost the context of the form itself.
It’s an interesting concept though and may have some specific use cases where it might be advantageous to minimize the amount of data displayed to the user, like in mobile contexts.
I’m leaving my current job for a new gig next week and one of my project managers asked me for resources to learn more about UX. Below is my response:
So with UX it’s pretty important to get a foundational understanding of the practice. The best book for this is “Don’t Make Me Think” by Steve Krug: http://amzn.to/QAz9Vu.
If you read one thing, make it that.
Other books I’d recommend:
The main blogs I read that are just about UX:
Other “industry” blogs I read are:
Let me know if you need anything else!
-pb
I’m giving a talk to a bunch of project managers about what I do, user experience design. In an effort to kill two birds with one stone, I thought I would just write a blog post to share with them and you.
The group of PMs that I’m talking with have a pretty thorough understanding about what I do and UX process in general. What they may not be as strong in, is the interactive design world in general. How do all the components fit together and how does UX help coral them all into a meaningful whole?
So the main areas we will cover are:
The term interactive is a catch all for anything that isn’t print or sculpture. Interactive is something you can touch and effect. So, a website is interactive, a billboard is not. The knobs on you washing machine are interactive, a commercial is not.
Marshal McLuhan classified mediums as a dichotomy of either “hot” or “cool” based on their ability to engage the user. Hot mediums include movies, radio, lectures, and print because they require little effort for the user to engage with. Cool mediums include TV, dialogue, and the internet or interactive design because they require more engagement on the user’s part to do their job.
Since we have to to work harder to engage and effect the user with interactive design, this means or projects are much more complex. With print design, a copywriter and designer alone can create the worlds best ads for the biggest brands, Mad Men style. Interactive design however, usually takes an army of specializations to work together to deliver something useful to the end consumer.
Since 90% of interactive work winds up on the internet, it’s important to understand how the fundamentals of how it all works.
For us, this means that our job is to create the file that the viewer requests. This includes all of the the backend pieces to make sure it can be easily located among billions of files, that it’s in the right format so everyone can view it, and that it displays just the way we want it to. That’s why we worry about whether or not we are hosting the site or if the client is, or if it needs to be on Google App engine or Amazon’s Cloud Services because each of these creates it’s own layer of complexity in delivering our file to the viewer.
Wikipedia says that “UX is the way a person feels about using a product, system or service.” So then UX design is the act of designing a product, system or service with the goal of maximizing the positive feelings and experience that a user has.
In this regard, the user becomes the central figure in the design process. This is a shift from traditional marketing design, where catchy concepts reigned. Now, whatever the end product may be, it must fill a need for the user. For most functional websites these are generally specific tasks that the user wants to complete. In the case of many advertising projects, the goal is harder to discern. In general, the goal of advertising is to get the user to do something that they wouldn’t necessarily do on their own, like buy a specific toothpaste or get excited about SSD drives or submit their personal data into a lead gen form.
When it comes to the collection of things a UX designer does the list gets pretty long, but the core of the discipline is decision making. All of the deliverables from user research and analysis to wireframes and prototypes to content strategy all help us figure out what goes in that file the user asks for.
So, User Experience is the umbrella discipline with many sub-disciplines. A few of the more important ones are:
Also, bear in mind that all these practitioners will argue to the death about what they actually do. This is an ongoing, and slightly annoying, debate in the UX world. In the end, as our UX Jesus, Jesse James Garret has eloquently said, “we are all UX designers.” This is an important shift in thinking that most agencies don’t get. Every single person that touches a project helps shape the end experience. Yes, even project managers.
For the most part this one is self explanatory. UX designers can’t get anything done without PMs and vice versa. I worked a few projects as a PM and the similarities between the two are obvious. When we work together well, the basis of the project is pretty solid.
Following are my list of demands from any PMs I work with:
Other than that, we work pretty harmoniously. All the UX documentation is designed to facilitate the rest of the project so embrace that and familiarize yourself with our deliverables.
Lean UX is a relatively new concept that essentially argues that the UX deliverables business is slow and process heavy. Lean UX means that we don’t sell sitemaps and wireframes to a client because nobody needs or wants either. However, clients do want UX, and they want it bad. So what’s the best way to deliver on time and on budget? We get rid of the deliverable waterfall and move directly from concept to testable prototype. This doesn’t mean we skip all the important bits, it only means we don’t focus a month long deliverable around them.
Smashing Mag has a great article about it here
And lastly, Mike Tyson singing Ipanema is perhaps the best UX of all time:
Auto complete and auto suggest are used in pretty similar ways these days but there are some key differences. In his article for UX Magazine, “Designing Search: As-You-Type-Suggestions,” Tony Russel-Rose explains exactly how the two differ.
The purpose of auto-complete is to resolve a partial query, i.e., to search within a controlled vocabulary for items matching a given character string.
The purpose of auto-suggest is to search a virtually unbounded list for related keywords and phrases, which may or may not match the precise query string.
Check out the rest of the article at UX Magazine
To me, consensus seems to be the process of abandoning all beliefs, principles, values and policies. So it is something in which no one believes and to which no one objects.
- Margaret Thatcher
The “to-do list” app market is pretty flooded by now with tons of great options but Clear’s interface is hands down the most elegant. My only concern is the interface gestures it uses don’t necessarily feel natural and intuitive. Instead they feel like they are a learned behavior. The simplicity is fantastic, but there is something to be said for interfaces that use metaphors and interactions modeled on real life behaviors.
Take a look at their promo to see what you think.
Art is like masturbation. It is selfish and introverted and done for you and you alone. Design is like sex. There is someone else involved, their needs are just as important as your own, and if everything goes right, both parties are happy in the end.
— Colin Wright
I was recently in a meeting about a mobile specific website design where the overarching strategy was being subjugated by our clients and account executives misunderstanding about our audience as well as the mobile medium. Fortunately, I was able to steer the ship back on course but there was a definite moment of resistance from the room to create the right experience that matched our audience’s needs.
It’s important that one is always willing to change direction and put in the extra effort to get the experience right from the get go. Honestly, what we’re doing is really expensive. Like hundreds of thousands of dollars expensive. Don’t be lazy when it comes to design strategy. Being lazy about a design decision, even once, will affect every aspect of the project. Project timelines will slip, engagement rates will fall, teams will become demoralized and everyone will have to work harder to make up for that one minute of lost vigilance. Real talk.
Ok, so UX people LOVE sketching. I think we love the the idea of sketching partly because it makes us feel more like artists. Back in the day, UXsters aspired to fit into the design process as intermeshed as their graphic design counterparts and sketching gave us a common artistic bond. Now that we’re a bedrock part of the big happy design family, why is it so important to sketch? Well, there’re lots of reasons:

1. Remove constraints of the digital medium
Working in design software like Axure or Omnigraffle makes you focus on the technology at hand and not the user experience. Stencils, widgets and pattern libraries all constrain the creative process by forcing you to think like them. In order to create something fresh, its essential to stare at a blank piece of paper because it’s easier to imagine and fashion an ideal experience. Continue reading