Archive for the 'Design' topic
By Jared Spool January 6th, 2012
We’ve been studying this for some time now and the reality is harsh: A co-located design team will have an easier time of producing great designs than a remote team. That doesn’t mean co-located teams will always succeed – they don’t. It doesn’t mean that remote teams will always fail – they don’t either. In [...]
By Sean Carmichael January 5th, 2012
While the traditional “mouse and cursor” interfaces are still in use, many of us are becoming familiar with touch-based interactions. The power and capabilities of mobile and tablet devices is growing. Often, these devices are the more convenient alternative for users to access your content. But beyond accessing your information, how are they interacting with your design?
By Sean Carmichael January 5th, 2012
A designer can never have too many tools and methods for creating their designs. Many times conveying interactions in a static wireframe is difficult. So designers have turned to HTML and CSS to create wireframes and prototypes to provide a richer interaction. JQuery can also be thrown into the mix to further this process along.
By Jared Spool January 4th, 2012
Players of the Nintendo DS game known as Legend of Zelda – Phantom Hourglass may come across a difficult puzzle involving a lit candle. To complete the puzzle, they need to tell the game to extinguish the candle, however, there’s no tool in the game for putting out the flame. They’ll be stuck until they [...]
By Jared Spool December 15th, 2011
Personas are a powerful tool in the UX toolbox. When done well, they rally the team around a small, specific set of archetypal users. Each team member becomes closely familiar with each of the personas, then can create designs that closely match those persona’s needs. In our research on personas, we’ve found this works best [...]
By Jared Spool December 6th, 2011
How did all those horrific designs in Myspace come about? Two words: Unconscious Incompetence. Unconscious incompetence is the first of the Four Stages of Competence. In this stage, someone doesn’t realize just how much they don’t know. It’s a blissful state and, frankly a place that is wonderful. Imagine not knowing what you don’t know. [...]
By Jared Spool December 5th, 2011
Back in January 2009, we published an article that received quite a bit of attention, The $300 Million Button. This article quickly became our most popular article and was often found on other web sites. The interest was around how a major retailer dramatically increased their e-commerce site’s revenues with a couple of simple changes. [...]
By Jared Spool November 29th, 2011
A few weeks ago, I wrote about the Four Stages of Competence. These four stages are unconscious incompetence, conscious incompetence, conscious competence, and unconscious competence. As someone learns and adapts to your design, they are working their way through the stages. The ultimate is the user who is unconsciously competent — they can seemingly move [...]
By Jared Spool November 17th, 2011
One of the joys of putting together a conference, like the annual User Interface Conference, is the great conversations I have with all the smart people who show up. This year was no exception, and one conversation that stood out was a quick discussion I had with Kim Goodwin, author of Designing in the Digital [...]
By Jared Spool November 16th, 2011
Because my son is a professional magician, I’ve picked up a bit of magician’s lore over the years. Amongst the pros, they have a saying: “If you want to learn a new trick, read an old book.” Turns out, there’s a lot of excellent illusions which have been lost for years that, when you bring [...]