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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If you haven’t already researched biometrics for your user testing projects, perhaps it’s something you’d like to check out as an addition to your current testing. Today, Susan Weinschenk brings you some new tools that are easy and inexpensive to use. Others may take more investment of your time and budget. Or you may want to bring in an outside firm that specializes in these tools. (Some suggestions for outside vendors are at the end of the article.)
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Virtual reality (VR) is an experience based in a computer-generated environment, and following Alvin’s introduction to programming in VR, this article series aims to introduce more VR concepts in the context of building a game. In this article, Alvin Wan will show you how you can synchronize the game state between two devices which will move you one step closer to building a multiplayer game. He’ll specifically introduce more A-Frame VR concepts such as stylized low-poly entities, lights, and animation.
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Brainstorming seems to be just a fancy name for a usual discussion, but when organized right, it becomes a source of innovation. In this article, Slava Shestopalov brings you a step-by-step guide with tips and tricks, examples of slides, and preparation checklists. Brainstorming has a bright side: It’s a civilized process of generating ideas together. At least this is how it appears in the books on creativity. So, can we make it real? After reaching the end of this article, we hope that you’ll be able to organize brainstorming sessions with your colleagues and clients, and co-create something valuable.
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In this mobile-first world, there is no such thing as designing a website near-perfectly the first time around. While we know that more experiences with websites begin on mobile, converting those users continues to be problematic. The goal in mobile-first A/B testing is to inspire mobile visitors to keep moving through the experience. Even if the element you’ve chosen to test doesn’t directly lead to conversion, the improvements you make should eventually trickle down to that final step. Today, Suzanne Scacca will show you how with proper A/B testing for mobile-first experiences, you can change that outcome for your clients.
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It’s important to understand that all decisions involve emotions. In this article, Susan Weinschenk explains how you can make your users feel confident of their decisions and why it’s a bad idea to provide more than four options to choose from. For example, if someone is making a habit-based decision, do not give them a lot of information, and always limit the number of choices people have to make to one, two or three. If you provide too many choices then people likely won’t choose at all.
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Block-based editors improve the user experience for those who create and publish content. What could future editors look like? Let’s compare the new authoring experience in WordPress with the experience from AEM. In this article, Kevin Weber is going to compare the new authoring experience in WordPress with the experience from Adobe Experience Manager (AEM), an enterprise content management system that also embraces block-based editing.
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