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,
Continue readingCategory: Design Principles
Let Them Pee: Avoiding the Sign-Up/Sign-In Mobile Antipattern
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
Continue readingConceptual Models in a Nutshell
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
Continue readingEnd User License Agreement (EULA) Presentation
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
Continue readingUser Experience Go Away
There is no UX for us That’s right! I said it. For us (designers, information architects, interaction designers, usability professionals, HCI researchers, visual designers, architects, content strategists, writers, industrial designers, interactive designers, etc.) the term user experience design (UX) is
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