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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When it comes to change, we tend to naturally resist it. The only real boundary we have are our brains telling us that things are best to be left as they’ve always been. But we’re witnessing a fundamental shift in Human-Computer Interaction — rethinking the whole concept of digital experience. In the next decade, designers will break the glass and move to the interfaces of the future — sophisticated voice interfaces, advanced ARs, and truly immersive VRs. In this article, Gleb Kuznetsov shares his thoughts and ideas of how interfaces will look like and what sort of extraordinary experiences we can expect in the near future.
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The visual cortex is the part of the brain that processes visual information. Each of the senses has an area of the brain where the signals for that sensory perception are usually sent and processed. Given the way our brains work, there are things you can do that will grab your user’s visual attention. In this article, Susan Weinschenk explains how the visual cortex of our brains plays a vital role in controlling our behavior.
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We’re at the dawn of a UI revolution. Not only will multimodal interfaces give users more power, but they will also change the way users interact with systems. In this article, Nick Babich will show you how to build your own multimodal UI using Adobe XD. You will explore the concept of a voice-enabled interface and review different types of voice-enabled interfaces; find out why voice-enabled, multimodal user interfaces will be the preferred user experience; see how you can build a multimodal UI using Adobe XD.
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It’s not just micro-moment design problems that can cause trouble. Designers often spend a lot of time on macro design issues, and sometimes less so on critical micro-moment design issues. That might be a mistake. Macro design issues can result in massive UX problems, too. In this article, Susan Weinschenk will take a closer look at how to avoid such failures and why they are critical to the UX success of any product.
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Give yourself a break in 2019. There’s no need to master new design techniques; most of what was on trend this year is going to stay on trend next year. Instead, think about ways in which you can clean up your clients’ mobile websites and set a better standard for mobile-first design going forward. In this article, Suzanne Scacca is going to talk about the mobile design elements we’ve held onto for a little too long and what you should do about them going forward.
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