Design Principles

Dear Project Managers, It has been a very enjoyable experience working with everyone over the last couple of months and sharing our ideas on UX design. The various discussions about user interface, product usability, and user engagement have been an enlightening experience for me as well, and it is very positive to see that everyone…

October 22nd, 2013

Clicking Fast and Slow

Heuristics, bias, and deliberation in interaction design

Through social psychology and cognitive science, we now know a great deal about our own frailties in the way that we seek, use, and understand information and data. On the web, user interface design may work to either exacerbate or counteract these biases. This article will give a brief overview of the science then look…

What makes an icon a valuable addition to the interface, rather than a mere decorative element? Intuitiveness, aesthetic value, memorability, intercultural perception? While an effective icon would combine many of those characteristics, I’d like to focus on one measure–speed of recognition, or how fast a specific icon can be discovered and identified. In a simple…

July 2nd, 2013

Emotional Design with A.C.T. – Part 2

Designing Emotion, Personality and Relationship

Back in Part 1, we looked at how the emotions expressed by people and products communicate personality traits over time. We also learned that customers are attracted to things that have an aesthetic personality that’s similar to their own,1 but they prefer products that take on a complementary role during interaction.2 In Part 2, we’ll…

I work on interfaces used by college students to search for academic articles. Librarians buy these databases. Librarians happen to be wonderful clients to build products for because they always let you know what they don’t like. A few years ago, my department started hearing complaints about the “save” icon on our interface. The librarians…

When I was eleven, my parents bought a Mac Plus. It had a tiny monochrome screen, a floppy drive, and 1MB of memory. And it came with something called HyperCard. HyperCard let you make stuff. It had documents called stacks, each a series of cards – similar to PowerPoint today. In addition to graphics and text,…

This is an excerpt from the upcoming Android Design Patterns: Interaction Design Solutions for Developers (Wiley, 2013) by Greg Nudelman Anything that slows down customers or gets in their way after they download your app is a bad thing. That includes sign-up/sign-in forms that show up even before potential customers can figure out if the app…

This article explains what conceptual models are and describes the value of developing a conceptual model of a software application before designing its user interface. Conceptual Model: a Model for Users’ Mental Model A conceptual model of an application is the model of the application that the designers want users to understand.  By using the…

January 2nd, 2013

End User License Agreement (EULA) Presentation

Mobile Welcome Experience Antipattern

This is an excerpt from the upcoming “Android Design Patterns: Interaction Design Solutions for Developers” (Wiley, 2013) by Greg Nudelman The first thing your customers see when they download and open your app is the welcome mat you roll out for them. Unfortunately, this welcome mat commonly contains unfriendly impediments to progress and engagement: End…

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