January 2012
16 posts
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Touch Notation - Matt Gemmell →
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A List Apart: Articles: Personality in Design →
Just as our personalities shift with the context of communication in real life, they must shift in the projects we design. There’s no one-size-fits-all solution. If we stop thinking of the interfaces we design as dumb control panels, and think of them as the people our target audience wants to interact with, we can craft emotionally engaging experiences that make a lasting impression.
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A List Apart: Articles: Organizing Mobile →
“Mobile usage generally consists of a couple of interaction types:
- Lookup/Find (urgent info, local): I need an answer to something now—frequently related to my current location in the world.
- Explore/Play (bored, local): I have some time to kill and just want a few idle time distractions.
- Check In/Status (repeat/micro-tasking): Something important to me keeps changing or updating...
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Mule Design Studio’s Blog: 10 New Year's... →
A great list of points by Mike Monteiro on design in 2012:
Designers are, by definition, problem-solvers. And the world has never been so blessedly full of problems. Our infrastructure is rotting, the economy is crap, Wall Street is awash with criminals and millions of people can’t get basic medical care, food, and water. We don’t need another app to rate your sandwich. We don’t need to know...
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A List Apart: An Important Time for Design →
Design is the choices we make about the world we want to live in.
We make our world what it is and we become the kind of people who live in it.
What do we want to spend more time with? What do we want to shape us? What nourishes us? What do we want to see grow?
You know what we get to do when we leave here? We get to go make things. Things that nudge the world a little bit in what we hope is...
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Examining The Design Process: Clichés and Idea... →
“No one can write step-by-step instructions on how to do this — the entire point, after all, is to react, rather than obeying fixed directives — but there are certain steps we can take at the outset of a project that help clear the way to let this process happen:
-Start with a sketchbook, not a computer. Develop concepts before getting to caught up with execution.
-Draw every association...
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Conversation Techniques For Designers →
“Question absolutely everything, especially those things that are considered obvious.
-Who is this product for?
-What problem is this solving?
-Is this really a problem?
-Are we trying to do too much?
-Is this feature for you or our users?
-Do you think this solution is good enough?
Asking the “stupid” questions is one of the smartest things a designer can do. But be respectful and...
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I ♥ wireframes - The ultimate source of... →
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UX Design, Smashing Magazine →
Articles on usability, user experience design and information architecture.