77 Matching Annotations
  1. Dec 2024
  2. Apr 2024
    1. Children's needs are increasingly recognized in the UI/UX design industry. Important sectors – education, gaming, and healthcare – are now seeking designers specializing in creating interactive solutions for children.

      THIS IS DRAGONS DEN GOLD - if I can make a good application I can get more work which I need because I am not rich and want lego.

    2. What are some of the best practices for kids’ UX design?
    3. What are some top UX design principles when designing for kids?Some important UX design principles when designing for kids are as follows. Simplicity and clarity Interactive and engaging elements Age-appropriate content Safety and privacy Consistent feedback and rewards

      There's 5 in this list and there was 4 in the other - I think Safety and Privacy is the one additional but it's also in my proposal because I am concerned about it too.

    4. What are the unique UX needs of children?Four critical areas must be considered when designing products and services for children. Cognitive abilities Motor skills Attention span Emotional responses

      Oh awesome can I CITE this? It an online Blog okay because this is great.

    5. UI/UX designers
    6. What is child-centric design in UI/UX?Child-centric design in UI/UX focuses on understanding and meeting the needs of children as the target audience. This approach prioritizes the needs of children, treating them as expert users and targeting their specific concerns as they interact with a product or service.

      Child-Centric UX Design

    7. What are some top sectors where designing for kids is essential?The following sectors need UX designs for kids. Educational apps

      UX design for kids is essential.

    1. Mobile and tablet apps have become an indispensable part of growing up. As a parent myself, I’ve witnessed firsthand the incredible impact these apps can have on early childhood development.

      For a user profile this could be very useful.

  3. Mar 2024
    1. What are some critical UX preferences for kids?Some necessary UX preferences for kids are as follows. Need for intuitive design Desire for engaging content Importance of feedback

      I am still trying to figure out my feedback system...

    2. We also list some best practices and design principles to ensure better quality designs for children of different ages.

      The ages thing I needed

  4. Dec 2023
    1. Fifteen months into the regulatory review process, Figma and Adobe no longer see a path toward regulatory approval of our proposed acquisition.Figma and Adobe have reached a joint decision to end our pending acquisition. It’s not the outcome we had hoped for, but despite thousands of hours spent with regulators around the world detailing differences between our businesses, our products, and the markets we serve, we no longer see a path toward regulatory approval of the deal.

      https://penpot.app/

      https://community.penpot.app/t/export-figma-to-penpot/1684

  5. Jul 2023
    1. Steve Jobs said it beautifully: "Design is a funny word. Some people think design means how it looks. But of course, if you dig deeper, it’s really how it works."I’ll say it another way: Design is the act of intentionally trying to influence an outcome.Design is a means of controlling our destiny. Design is a way to reject a status quo we dislike. Design is how we don’t turn into the "this is fine" dogDesign is what we humans have been doing since the dawn of our existence because we were blessed with oh-so-large brains housing that marvelous prefrontal cortex which gave us the ability to plan.Our hunter-gatherer ancestor was designing when she decided to plant seeds to prevent future hunger. Admiral Nelson was designing when he issued a surprise flank formation to overcome a navy twice his size. Taylor Swift was designing when she brushed her hand casually across his and masterminded that last relationship.Design is a sword against chaos. Design is the pixie dust for innovation. Design is the foundation for the pursuit of happiness.
  6. May 2023
  7. Nov 2022
    1. As Beschizza said …“I wanted something where people could publish their thoughts without any false game of social manipulation, one-upmanship, and favor-trading.”It was, as I called it, “antiviral design”.

      Definition of "antiviral design"

      Later, Thompson says: "[Mastodon] was engineered specifically to create _friction — _to slow things down a bit. This is a big part of why it behaves so differently from mainstream social networks."

      The intentional design decisions on Mastodon slow user activity.

  8. Sep 2022
    1. Uptech tip ☝ Top filters for real estatePrice, location, and home typeNumber of bedrooms/bathrooms and the size of square feet or metersAmenities: pool, basement, number of parking spaces, air conditioning system, washer/dryer (in a unit or the building)Infrastructure: gated community, stores and restaurants nearby, view optionsPet policy, accessibility options 

      Must-have filters for real estate listing sites

  9. Jul 2022
  10. Jun 2022
  11. Feb 2022
  12. Jan 2022
    1. Here comes 2022, and as usual, we have prepared for you the list of the top UI/UX design trends to follow. Design in the coming year is about taking care of users, their uniqueness, and avoiding the “perfect picture”. Therefore, real-life photos, live artistic illustrations, and asymmetry are gaining more popularity. And by the way, did you know that according to Pantone, the color of 2022 is violet (Very Peri)? Let’s now explore the leading UI/UX design trends of 2022 in detail and see how popular brands successfully implement them.
    1. Google’s Material Design dark theme recommends using dark gray (#121212) as a dark theme surface color “to express elevation and space in an environment with a wider range of depth.” In addition, many designers recommend adding a subtle dark blue tint to dark grays when defining the color scheme. It tends to create a better dark tone for digital screens and a more pleasing dark UI color palette.

      Recommandations for dark UI theme from Google.

  13. Dec 2021
    1. This loop showcases a UI pattern that I think could be improved. There is an "edit" button visible, which opens the sidebar. The principles should more closely resemble the Hypothesis sidebar. Instead of requiring an explicit edit button which the user clicks, the editor should operate on object selections. Merely clicking any of the displayed values should select it, which should provide a handle to the underlying object, which should reveal the editor sidebar (with, ideally, the relevant field focused).

  14. Oct 2021
  15. Sep 2021
    1. A mental model is what the user believes about the system at hand.

      “Mental models are one of the most important concepts in human–computer interaction (HCI).”

      — Nielsen Norman Group

    1. Stop Reset Go

      How do we engage in bottom-up whole system change? Perhaps we need a model for understanding who we are serving that transcends the bias and limitations of personas as they are used in user experience design (UX).

      What is a more holistic model for understanding human perceptions, motivations, and behaviours?

    1. The book, This is Service Design Doing, includes journey maps as a method for participatory design and co-creation workshops.

      I suggested to the Stop Reset Go team that we should map out the interactions and touch points to engage people with the process of bottom-up whole system change.

    1. Design for the Real World

      Mike Monteiro references Victor Papanek’s book, Design for the Real World, in his article, Design’s Lost Generation.

      The Anti UX UX Club will be discussing Mike Monteiro’s article on Clubhouse.

  16. Aug 2021
  17. Feb 2021
  18. Jan 2021
  19. Dec 2020
  20. Nov 2020
    1. because we still remember the quality of service that the restaurant gave us.

      This is pretty much what Service Design, (Digital) Product Design and User Experience Design professionals are (or at least should be) concerned about.

  21. Aug 2020
    1. To the fact, 77% of the users will stop using an app within 3 days of its download. Only those apps will survive who have soothing mobile usability and UX/UI designs.
    1. So, let’s get an answer to this question! In this write-up, we will be going through mobile app design services and its cost.

    1. Merge is a revolutionary technology that lets users import and keep in sync coded React.js components from GIT repositories to the UXPin Editor. Imported components are 100% identical to the components used by developers during the development process. It means that components are going to look, feel and function (interactions, data) just like the real product experienced by the end-users.
  22. Jul 2020
  23. Jun 2020
    1. For me the best part of Upcoming was being able to see what events my friends are going to. With their redesign, Upcoming decided to hide that behind two clicks. Now when you go to the site, I see whats popular in San Francisco, but I have to click to see what my friends are upto. Even on an events page, I can no longer easily see if any of my friends are going there. Instead I am shown the groups and tags. But I have to click to see who is attending.

      tiny changes to the UX. not understanding the JTBD of your product

  24. Apr 2020
    1. This is one possible path to take in that you simply reject the registration and ask the user to create another password. Per NIST's guidance though, do explain why the password has been rejected:
  25. Nov 2019
    1. article circulating that claims accessibility and aesthetics are at odds with each other

      Oh, you mean this one? https://uxmovement.com/thinking/the-aesthetic-accessibility-paradox/ I'll just go ahead and link it to make it ... accessible ... for everyone. :)

  26. Oct 2019
    1. foundation of empathic design is observation and the goal to identify latent customer needs in order to create products that the customers don't even know they desire, or, in some cases, solutions that customers have difficulty envisioning due to lack of familiarity with the possibilities offered by new technologies or because they are locked in a specific mindset. Empathic design relies on observation of consumers

      people don't always know what they want

  27. Aug 2019
  28. Jun 2019
    1. Фильтрация предполагает, что количество записей, после её применения, изменится. Формулировка кнопок фильтрации должна отвечать на вопрос «Что я получу после применения фильтрации?»: новое, мои записи, рестораны, непрочитанные письма и т. д. Применение сортировки не изменяет количество записей. Записи лишь меняют свой порядок. Формулировка должна отвечать на вопрос «По какому принципу упорядочены записи?»: по дате публикации, по рейтингу, в случайном порядке.
  29. Feb 2019
  30. Jan 2019
  31. Jun 2018
    1. In website design, it was important to combine the interests of different stakeholders: marketing, branding, visual design, and usability. Marketing and branding people needed to enter the interactive world where usability was important. Usability people needed to take marketing, branding, and aesthetic needs into account when designing websites. User experience provided a platform to cover the interests of all stakeholders: making web sites easy to use, valuable, and effective for visitors. This is why several early user experience publications focus on website user experience
    1. Resetting expectations. As corporate leaders become aware of the power of design, many view design thinking as a solution to all their woes. Designers, enjoying their new level of strategic influence, often reinforce that impression. When I worked with the entertainment company, I was part of that problem, primarily because my livelihood depended on selling design consulting. But design doesn’t solve all problems. It helps people and organizations cut through complexity. It’s great for innovation. It works extremely well for imagining the future. But it’s not the right set of tools for optimizing, streamlining, or otherwise operating a stable business. Additionally, even if expectations are set appropriately, they must be aligned around a realistic timeline—culture changes slowly in large organizations. An organizational focus on design offers unique opportunities for humanizing technology and for developing emotionally resonant products and services. Adopting this perspective isn’t easy. But doing so helps create a workplace where people want to be, one that responds quickly to changing business dynamics and empowers individual contributors. And because design is empathetic, it implicitly drives a more thoughtful, human approach to business.
    2. Embracing risk. Transformative innovation is inherently risky. It involves inferences and leaps of faith; if something hasn’t been done before, there’s no way to guarantee its outcome. The philosopher Charles Peirce said that insights come to us “like a flash”—in an epiphany—making them difficult to rationalize or defend. Leaders need to create a culture that allows people to take chances and move forward without a complete, logical understanding of a problem. Our partners at the entertainment company were empowered to hire a design consultancy, and the organization recognized that the undertaking was no sure thing.
    3. Several years ago, I consulted for a large entertainment company that had tucked design away in a select group of “creatives.” The company was excited about introducing technology into its theme parks and recognized that a successful visitor experience would hinge on good design. And so it became apparent that the entire organization needed to embrace design as a core competence. This shift is never an easy one. Like many organizations with entrenched cultures that have been successful for many years, the company faced several hurdles.
    4. IBM and GE are hardly alone. Every established company that has moved from products to services, from hardware to software, or from physical to digital products needs to focus anew on user experience. Every established company that intends to globalize its business must invent processes that can adjust to different cultural contexts. And every established company that chooses to compete on innovation rather than efficiency must be able to define problems artfully and experiment its way to solutions.
    5. Design thinking is an essential tool for simplifying and humanizing.
    6. “There’s no longer any real distinction between business strategy and the design of the user experience,” said Bridget van Kralingen, the senior vice president of IBM Global Business Services, in a statement to the press. In November 2013 IBM opened a design studio in Austin, Texas—part of the company’s $100 million investment in building a massive design organization
    7. the iterative process works at GE: “GE is moving away from a model of exhaustive product requirements. Teams learn what to do in the process of doing it, iterating, and pivoting.” Employees in every aspect of the business must realize that they can take social risks—putting forth half-baked ideas, for instance—without losing face or experiencing punitive repercussions.
    8. Tolerate failure. A design culture is nurturing. It doesn’t encourage failure, but the iterative nature of the design process recognizes that it’s rare to get things right the first time. Apple is celebrated for its successes, but a little digging uncovers the Newton tablet, the Pippin gaming system, and the Copland operating system—products that didn’t fare so well. (Pippin and Copland were discontinued after only two years.) The company leverages failure as learning, viewing it as part of the cost of innovation.
    9. In design-centric organizations, you’ll typically see prototypes of new ideas, new products, and new services scattered throughout offices and meeting rooms. Whereas diagrams such as customer journey maps explore the problem space, prototypes explore the solution space. They may be digital, physical, or diagrammatic, but in all cases they are a way to communicate ideas. The habit of publicly displaying rough prototypes hints at an open-minded culture, one that values exploration and experimentation over rule following.
  32. May 2018
    1. This corporate scale-up is not purely a US phenomenon. Rumor has it that Barclays is now the biggest employer of design talent in London, and Singtel has built out a massive floor for its design team in Singapore. __But no one has been more aggressive in building design into their core capabilities than IBM, which is on track to grow their design team to 1,000 people, making them by most measures the largest design firm in the world. __According to one friend they had 50 designers start the same week this summer. There are rumors that IBM offered a job to every single CMU grad this year in the interaction design program.
  33. Jan 2018
  34. www.laurenbcollister.com www.laurenbcollister.com
    1. Bythiswemeanthatthereisalwaysadistinctiontobedrawnbetweenwhattechnologiesaresupposed(ordesigned)todoandwhatpeopleactuallydowiththem.Inotherwords,whatevertheintentionsandgoalsofthedesignersandinventorsofdifferentcommunicationtechnologies,‘ordinary’peopleinevitablymaketheirowndecisionsaboutwhethertheywanttousethetechnology,and,moreimportantly,howtheywanttouseitbasedontheirownneedsandvalues.

      The gap between designers and 'ordinary' people (users) has lessened a lot since 2004, with jobs such as UX designers specifically designated for surveying users to make the application more user-friendly when it gets to market.

  35. Jun 2017
    1. For instance, a set of stairs does not just afford climbing, but based on the angle of construction, may facilitate an easy climb, pose challenges to climbing, or be unclimbable entirely

      Ah so an object may have a property that gives clues to people to do something, but do it so poorly that it may appear that the object doesn't have the affordance

  36. Mar 2017
  37. Feb 2017
    1. When dealing with technology, there are two dominant discourses that permeate research and practice: determinism and non-determinism. For the former discourse, ethics is only an issue for the designers of technology, because they determine what users should do; for the latter, ethics is only an issue for users, because they ultimately define what to do with technology. Both

      So determinism makes the designer responsible/hold accountable assuming they "determine" what users "should" do,

      while non-determinism absolves the designer leaving the burden of responsibility of the consequence of interactions, on the user. So non determinism assums that the embedded characteristics don't work on the user, or that he is able to resist their encouragement or discouragement. That he can shape the aspects of those certain characteristics than the other way around, thereby ultimately defining what to do with the technology.

    2. nteraction designers try to impose structures upon human action by shaping coercive environments where people are punished if they do things the “wrong way” and by hiding or not providing options for changing artifact adaptations. Interaction design mediates human agency and power, but if it does not provide choices for action, there is no room for ethics: people act based on conditions, not on considerations of what should be done.

      Point on reward & punishment feedback is a really good point, darkpatterns comes to mind.

      If IxD does not provide choices for action, there is no room for ethics: People act based on conditions, not on considerations of what should be done

      This reactive behaviour is what UX practioners of gamification feel proud to do. It's disgusting to see them feel proud doing it, how come they feel no remorse doing it?. I too will have to do it in the near future, but I won't fucking have a glitter in my eye and a wide smile across my face doing it.

  38. Aug 2016
    1. this diversity was reflected in the winning images and how much they varied between different countries and cultures:
    2. but regional nuances can be powerful
  39. Jun 2016
    1. the only real problem remaining is the user experience that entices teachers to contribute content

      Sounds a bit restrictive. Though there are hairy UX problems making it even more difficult for teachers to contribute content, many other issues are likely to remain, preventing contributions, even if the User Experience were optimal for every single potential contributor. In other words, it’s one thing to set “the problem to be solved” in a manageable way. It’s another to grasp the complexity of the situation.

  40. Nov 2015
    1. There is a lot of evidence that quite subtle changes to user interfaces can have dramatic effects on how the interfaces are used. For example, the size of a search box or the text that accompanies it can considerably influence the queries that people submit.

      -- David Elsweller

    2. The whole gendered usage of hearts seems to have escaped Twitter. So does the fact that people fave (with stars) in complex ways - they are bookmarks, they are likes, they are nods of the head. But they are not indicators of love. I feel very weird loving tweets by random men I've only just started a conversation with. Not that there's anything wrong with feminine. But women - and men, in their own ways - are well-aware of how feminized visual signals get read by others, and in an identity space like Twitter, I suspect that will really minimize usage. Or at least until we all get used to it.

      -- Bonnie Stewart

  41. Jun 2015
    1. When you hear people talk about Slack they often say it’s “fun”. Using it doesn’t feel like work.

      I'm commenting on my friends (Medium comment) here in Hypothesis because I wanted to see how Hypothesis handles that!