Knowing that we all judge a book by its cover, smart designers create catchy and practical interfaces. Potential users may be hooked, but how do you reel them all the way in?
In trying to answer this question, all roads lead to a human-centered design approach, where the user is the prime focus. Be human: your application should speak the same language we use every day, including emotions, colloquial speech, and with a pinch of “come-hither” look. An interface should be your good friend, ready to give advice striving to enhance your experience, and make you chuckle.
UX Myths collects the most frequent user experience misconceptions and explains why they don’t hold true. And you don’t have to take our word for it, we’ll show you a lot of research findings and articles by design and usability gurus.
sappi che fra pochi giorni lascerò quest’agenzia per andare a servire hotdog in un chiosco a Kreuzberg, Berlino Ovest.
Ma prima di lasciarti da solo, vorrei darti qualche consiglio per invecchiare in fretta. E bene.
For better or worse, a large amount of design work these days is visual. That makes sense, since the most essential products we interact with have screens. But as the internet of things surrounds us with devices that can hear our words, anticipate our needs, and sense our gestures, what does that mean for the future of design, especially as those screens go away?
“Motion within galleries and slideshows should feel realistic and function in a way that mimics flipping through a photo album. This link between reality and digital “reality” establishes a logical connection for users.”
“Mars One has almost no money. Mars One has no contracts with private aerospace suppliers who are building technology for future deep-space missions. Mars One has no TV production partner. Mars One has no publicly known investment partnerships with major brands. Mars One has no plans for a training facility where its candidates would prepare themselves. Mars One’s candidates have been vetted by a single person, in a 10-minute Skype interview.”
If you’re new to programming, you’ll soon discover that with a little practice, it’s not as hard as people make it out to be! You can definitely teach yourself how to code iPhone apps and before you know it, you’ll be submitting your own app into the App Store. Keep reading and I’ll tell you which of my resources and tutorials will help jumpstart your learning!
It’s always big news when the Google machine unveils a new product. This week that something new is called Inbox, and it’s a slick rethinking of how we interact with and handle an ever-increasing volume of email.
Google’s Design Team has put in hard work these past months. Crafting the Material design language and rolling out interface updates across a suite of apps and operating systems is no small feat. Inbox embraces Material Design wholly, resulting in a beautiful, cohesive application for iOS, Android and web (Chrome only, for now).
This Design Details will explore some of the beautiful interactions in Inbox, as well as investigate a couple UX quirks that leave me wanting to learn more.
New Google Technical Guidelines
They are road signs for your daily rituals—the instantly recognized symbols and icons you press, click and ogle countless times a day when you interact with your computer. But how much do you know about their origins?
We all know the business case for doing user experience (UX) work: Investing upfront in making products easy to use really pays off. It reduces project risk, cost, and time while improving, efficiency, effectiveness, and end user satisfaction.
(Don’t know the business case? Read this or this. Or this.) But what if you’re investing in UX and not getting results?
There can be many factors behind an under-performing user experience effort. First, rule out the obvious: Your UX folks are jerks, they don’t communicate well, they don’t understand business, they aren’t team players, they have such terrible body odor people stay 10 feet away …
Next, look at your organization. The following list is based on observations accumulated over my years as a UX professional. These are some common organizational “behavior” patternsthat can make even the best UX efforts ineffective.
IllumiRoom is a proof-of-concept Microsoft Research project designed to push the boundary of living room immersive entertainment by blending our virtual and physical worlds with projected visualizations. The effects in the video are rendered in real time and are captured live — not special effects added in post processing.
IllumiRoom project was designed by:
Brett Jones, Hrvoje Benko, Eyal Ofek and Andy Wilson
There was certainly no shortage of big developments in the marketing world throughout 2012. Facebook created a massive mobile advertising business in less than year, Red Bull literally financed a trip into the stratosphere to create powerful branded content, and a YouTube video finally hit 1 billion views, showing the potential reach for online videos.
So what might 2013 bring for marketers? We contacted several advertising experts and reviewed recent studies and business trends to come up with five marketing predictions for the coming year.
Well, better if there is a big problem to solve, stimulating, creative or technical… the best satisfaction of my work is to get out of an impasse with a better lateral solution, something brilliant in its small way, that others had thought maybe… And then a look forward, new technologies, new media… I like to call myself a “revolutionary” in the sense that I don’t like “sit still”, I’m always trying to find something new and exciting. The routine and the monotonous are my kryptonite.
Then, to finish off, the evening with Carla and little Alessandro.
In computer science, the term “adaptive system” refers to a process in which an interactive system adapts its behavior to individual users based on information acquired about its user(s), the context of use and its environment. Although adaptive systems have been long-discussed in academia and have been anaspiration for computer scientists and researchers, there has never been a better time than today to realize the potential of what future interaction with computer systems will be like.
Janell Burley Hofmann vive a Cape Code (Massachusetts, Stati Uniti) con marito e cinque figli. Si occupa di programmi per migliorare i rapporti famigliari e tiene un proprio blog personale, i cui post sono anche pubblicati sullo Huffington Post. Per Natale ha deciso di regalare un iPhone al figlio tredicenne Gregory. Il regalo però era accompagnato da un vero e proprio contratto di 18 punti che il figlio ha dovuto sottoscrivere per ricevere e potere utilizzare lo smartphone. La lettera, scritta in modo simile ai veri contratti di licenza d’uso di Apple, contiene alcuni punti piuttosto severi e tassativi (gli orari di utilizzo, la consegna notturna ai genitori, il divieto di cercare contenuti porno), ma è per il resto un invito a usare il nuovo telefono in modo responsabile e intelligente, senza dipendenza. Il testo originale, che abbiamo tradotto qui di seguito, si trova sul blog di Hofmann.
Among iOS developers, the day that you finally submit your app for Apple‘s approval can be a tense one. Even when you’ve seemingly followed the guidelines, polished the code and passed every field test, Apple can still reject your app for almost any reason.
Not so with Spun [iTunes link]. At first glance, Spun appears to be a simple local news-and-information app with an eye-catching user interface. Which it is. But it’s also a showcase for how to design iOS apps that Apple will love.
It starts with the UI, but the Apple-friendly elements resonate throughout Spun’s straightforward functionality, novel use of location services and even the original design process. How did Spun learn exactly what Apple looks for in great iOS apps? Simple: from Apple.
When some creatives hear the word ‘trend’ they back into a corner, refusing to acknowledge these ‘trends’ dictate what they do. And it’s true that following trends consciously can be a bad thing to do. After all, if you’re not innovating and pushing yourself, your own work will never reach its full potential.
But at the end of the day, clients want your work to be at the height of trends – so having a handle on what is going to be a popular style, or way of working over the next year will only improve your chances of getting better client work.
We’ve asked a number of top creative professionals, from animators to illustrators to app and editorial designers, to see what they predict for 2013. Got anything to add? Know of a trend that will be massive but is not mentioned here? Tell us in the comments below!
One of the key changes in the next version of Flash Pro is dropping support for AS2. As you may know, we introduced AS3 six and a half years ago, and today it is the most widely used language for the Flash Platform. Given AS2’s dwindling usage and misalignment with the future of the Flash runtime such as AIR mobile app development and Stage3D, we felt it made sense to move forward with AS3 only.
Do you own a website? Do you want to be number one on Google? Whatever you do, don’t spend money on aggressive search engine optimization (SEO). I know that sounds like an extreme position to take. However, a lot of website owners see search engine optimization as the answer to their search ranking woes, when things are considerably more complex.
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