This article is the fourth in a series sharing a design framework for dashboards and portals. In this installment, Joe Lamantia demonstrates how to connect content containers to ease navigation at all levels of the architecture.
Click streams have made room for bounce rates, search analytics, and much more. Inspire stakeholders to act by telling stories with key metrics and better supporting the narrative with data.
In the quest to gather more data on user behavior, some researchers and designers look to server log files for usability analysis. While the logs do provide a great deal of information, Karl Groves demonstrates why they are are inappropriate for gathering usability data.
Joe Lamantia dives deep into the components of the building block system. Each has a place in his design framework for dashboards and portals. See how you too can use these same elements in your work. (Part 3 in a series)
A map-based approach to building a content inventory allows it to be a tool from the concept stages and throughout the life of the website. Patrick Walsh tells us why to use them, shows us how to create the maps, and how to leverage them over the long haul.
Around and Between Systems in the Enterprise
When working in an enterprise environment, the interaction between browsers and multitudes of applications often creates user experience nightmares. Mike Padilla introduces some practical ways to relieve some of the biggest issues and start helping shape a larger context.
Creating clickable PDF prototypes for new designs is a valuable tool that is often overlooked and underutilized. Kyle Pero Soucy demonstrates how we can replicate most interactive design elements without investing a lot of time and effort.
Many designers use MS PowerPoint to conceptualize wireframes and get buy-in on project direction. Maureen Kelly shows us how to bring those same artifacts to life as an interactive prototype that allows you to validate the design at many levels.
The Design Behind the System
Joe Lamantia covers the design principles underlying a building block system and the simple guidelines for combining blocks together to create any type of tile-based environment. (Part 2 in a series)
Design games offer an alternative to traditional methods for brainstorming, collecting requirements, building team communication, modeling, and prototyping. Jess McMullin shows us how game principles and examples can complement existing methods.