If you browse your favorite website and close your eyes slightly so that your vision is a bit clouded by your eyelashes. Can you still see and use the website? Are you able to read the labels, fields, buttons, navigation and small footer text? Can you imagine how someone who sees differently would read and use it?
In this article, Cathy O’ Connor shares one aspect of design accessibility: making sure that the look and feel (the visual design of the content) are sufficiently inclusive of differently sighted users.
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In this article, Patrick Rudolph provides many hints, code snippets and lessons learned on how to build great hybrid mobile apps. He’ll briefly introduce hybrid mobile app development, including its benefits and drawbacks. Then, Patrick will share lessons he has learned from over two years of developing Hojoki and CatchApp, both of which run natively on major mobile platforms and were built with HTML, CSS and JavaScript. Finally, you’ll review the most prominent tools to wrap code in a native app.
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When planning your IA, involve users of your website in the process as soon as you can. Card sorting is a great way to become familiar with information architecture and user-centred design. It’s cheap, reliable and easy to set up. It’s a great way to become familiar with concepts such as information architecture and user-centred design. In this article, Pierre Croft will discuss card sorting, a tried and true technique for doing just that. You’ll go through some practical tips for running a card-sorting session, and also cover some examples.
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To help balance the craving for visual simplicity with the need to keep websites easy to navigate, you can borrow some concepts from the world of wayfinding. In this article, Dennis Kardys will show you how you can apply these concepts to the mobile web. Keep in mind that every person who browses an application is making their way through a space — often an unfamiliar one. As the user embarks on their journey, what types of wayfinding assistance are you providing to guide them?
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Design blueprints could mean the difference between a correctly implemented design that improves the user experience and satisfies customers and a confusing and inconsistent design that corrupts the user experience and displeases customers. For those of you who create digital products, design specs could mean the difference between efficient collaboration and a wasteful back-and-forth process with costly implementation mistakes and delivery delays. Specs can help you to build the right product more quickly and more efficiently. Effective collaboration requires effective communication. Investing in the development of workflows and tooling around to make this communication easier will pay off big with the effectiveness with which products are built.
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When sliders are not done well, they can cause a lot of frustration (not to mention lost sales) by standing between your customers and what they want. And getting them wrong is surprisingly easy.
In this article, Greg Nudelman and Daria Kempka will present a solution, including the design and code, for a new type of Android slider to address common problems, along with a downloadable Android mini-app for you to try out. It’s a deep dive into sliders based on a chapter in Android Design Patterns. Working with sliders is no great mystery, and there’s nothing to stop you from trying!
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Low-fidelity prototypes are rough representations of concepts that help us to validate those concepts early on in the design process. Throughout this article, Laura Busche will look at some of the features that make low-fidelity prototyping a unique tool to radically improve your work and to build an environment in which users’ needs can be truly realized. This article focuses on the practice and general principles behind integrating low-fidelity prototypes in design in general, covering applications that range from graphic, web and user experience design to business and service design.
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At Typeform, David Okuniev was inspired to simplify online forms by a movie that’s decidedly a blast from the past: the 1983 film WarGames, which centers around a student who remotely logs into a research computer and, through its terminal interface, nearly sparks a nuclear war. Stripping forms down to their basics and building them back up into something better took four years of work, but that core idea guided the team all along: questions are better than lists. In this article you will find David Okuniev’s story of how he turned that idea into a product that’s helped companies of all sizes get a 55% completion rate on their forms.
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As much as we aim to design our mobile apps and websites for contextual use, testing their usability in context can be challenging. One approach to mobile testing is participatory design. A participatory design test session typically takes about an hour and has four parts. In this article, Marina Lin conducted this type of study while researching how visitors to Cars.com’s app use their mobile device while purchasing a car on a dealer’s lot.
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Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades? Not being able to “show” the interactions and animations that bring our designs to life is one of the common struggles plaguing our industry. Exacerbating the urgency of this challenge is the simple fact that we now design for screens that can be tapped, pinched, swiped, zoomed, and more.
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