Knowledgebase

Viewing articles tagged 'uiuxdesign'

Adapting Navigation for Small Screens Menus on phones.THE PROBLEMNavigation that fits a wide screen does not fit a narrow one.WHAT MOST... Alignment and Visual Order Arranging elements.WHY ALIGNMENT MATTERSAligned elements read as ordered and... Applied Design: Everything That Matters, Briefly The summary.ON HOMEPAGESSay plainly what the business does, at the top. Not a slogan, not a... Building a Simple Design System Reusable definitions.WHAT IT ISA documented set of decisions and components, reused rather than... Building a Type Scale Consistent sizing.WHAT A TYPE SCALE ISA defined set of sizes used throughout, rather than... Checklist: Before a Design Is Built Review points.PURPOSEIs the problem stated, and does this solve it? Is the primary action obvious... Choosing the Right Input Type Matching control to data.WHAT TO USE FOR SHORT TEXTA single-line field, sized roughly to the... Choosing Typefaces for an Interface Type selection.WHAT MATTERS MOSTLegibility at the sizes you actually use.WHAT TO CHECKHow it... Common Design Assumptions That Are Wrong Beliefs worth discarding."PEOPLE WILL READ THE INSTRUCTIONS"They will not."PEOPLE WILL EXPLORE TO... Creating Visual Hierarchy Directing attention.WHAT HIERARCHY ISThe order in which things are noticed.WHAT CREATES ITSize... Defining the Problem Before Solving It Framing.WHAT PEOPLE USUALLY START WITHA solution. "We need a dashboard."WHAT TO ESTABLISH... Design Is About Decisions, Not Decoration The nature of the work.WHAT DESIGNERS ACTUALLY DODecide what to include and what to leave out... Designing a Business Homepage The page everyone argues about.WHAT IT MUST ANSWER IMMEDIATELYWhat this business does Who it is... Designing Buttons and Actions Things people click.WHAT A BUTTON MUST COMMUNICATEThat it is clickable What it does Whether it is... Designing Checkout and Payment Where money changes hands.WHY IT MATTERS MOSTEvery problem here costs a sale directly.WHAT TO... Designing Confirmation and Success States After something is done.WHY THEY MATTERDoubt after an action causes repeat submissions and... Designing Contact and Enquiry Pages Making it easy to reach you.WHAT TO INCLUDEA phone number, tappable A messaging link, where you... Designing Dashboards Showing status at a glance.WHAT A DASHBOARD IS FORAnswering a small number of questions... Designing Dialogs and Interruptions Modal content.WHAT A DIALOG ISSomething demanding attention before anything else continues.WHEN... Designing Effective Landing Points Where people arrive.WHAT TO REMEMBERPeople do not arrive at your homepage.They arrive wherever a... Designing Empty and First-Use States Before there is anything to show.WHAT AN EMPTY STATE ISWhat a screen shows when there is no... Designing Error and Failure States When things go wrong.WHAT AN ERROR MESSAGE MUST DOSay what happened Say what to do about it... Designing for Cognitive Ease Reducing mental effort.WHO BENEFITSEveryone, and particularly people with cognitive differences,... Designing for Colour Vision Differences Not relying on hue.HOW COMMON IT ISCommon enough that a meaningful proportion of any audience is... Designing for Data Quality Getting usable information.WHY THIS IS A DESIGN CONCERNThe interface decides what data you... Designing for Different Contexts of Use Where and how people are.WHAT VARIESLocation: indoors, outdoors, in transitAttention: focused or... Designing for Keyboard Use Without a mouse.WHO USES A KEYBOARDPeople who cannot use a pointer People using assistive... Designing for Low Vision Reduced sight.WHAT AFFECTS PEOPLEReduced acuity Reduced contrast sensitivity Restricted field of... Designing for Motor Difficulties Reduced precision.WHO THIS AFFECTSPeople with tremor, limited dexterity or pain People using one... Designing for Poor Connections and Old Devices Real conditions.WHY THIS BELONGS HEREA design that requires a fast connection and a recent device... Designing for Real Conditions Not the ideal case.WHAT DESIGNS ARE USUALLY TESTED ONA large screen, a fast connection, perfect... Designing for Scanning How people actually read.WHAT PEOPLE DOScan for relevance, then read selectively.WHAT THEY LOOK... Designing for Screen Readers Non-visual use.WHAT A SCREEN READER DOESReads the page aloud, and allows navigating by headings,... Designing for Speed Performance as experience.WHY IT IS A DESIGN CONCERNSpeed is experienced before anything else... Designing for Trust Appearing legitimate.WHY IT MATTERSVisitors here are cautious, and with reason.A site that looks... Designing Lists and Tables Presenting many items.WHAT LISTS NEEDA clear unit: where one item ends and the next beginsThe... Designing Navigation Getting around.WHAT NAVIGATION MUST ANSWERWhere am I? Where can I go? How do I get back?WHAT TO... Designing Notifications and Messages Telling people things.WHAT TO SENDThings the person needs or wants to know.WHAT NOT TO... Designing Onboarding A person's first experience.WHAT ONBOARDING SHOULD DOGet the person to their first useful outcome... Designing Pricing Pages Presenting what things cost.WHAT TO SHOWThe price, prominently What is included at each level... Designing Product and Service Pages Where decisions are made.WHAT A VISITOR NEEDSWhat it is, plainly What it costs What is included... Designing Search When people look rather than browse.WHEN TO PROVIDE ITWhen there is enough content that browsing... Designing Sign-Up and Sign-In Account access.WHAT TO ASK AT SIGN-UPThe minimum.Everything else can be collected later, in... Designing States for Every Element Beyond the default appearance.WHAT STATES EXISTDefault Hover, on devices with a pointer Focus,... Designing With Brand Constraints Working within an identity.WHAT BRAND PROVIDESColours Typefaces Tone Recognisable elementsWHAT IT... Designing Within Constraints Working with limits.WHAT CONSTRAINTS EXISTTime and budget Technical capability Existing systems... Ensuring Sufficient Contrast Legibility for everyone.WHY IT MATTERSLow contrast text is unreadable for many people, and for... Form Design Fundamentals The fundamentals.WHY FORMS MATTERThey are where most abandonment happens.WHAT REDUCES... Form Design: Everything That Matters, Briefly The summary.REMOVE FIELDS FIRSTEvery field costs completions. Ask of each: do we act on this,... Handing Designs Over for Building Communicating decisions.WHAT DEVELOPERS NEEDEvery state, not only the default Spacing and sizing... Handling Content Across Screen Sizes What to show where.WHAT NOT TO DOShow different content to different devices.WHYPeople move... Inclusive Design: Everything That Matters, Briefly The summary.IT BENEFITS FAR MORE PEOPLE THAN USUALLY CREDITEDPermanent impairments, temporary... Interface Mistakes That Recur Frequent failures.DESIGNING THE IDEAL CASE ONLYNo empty, error or overflow states.USING... Iterating on a Design Improving over time.WHAT ITERATION MEANSChanging, measuring, and changing again.WHAT TO ESTABLISH... Labelling Form Fields Making fields understood.WHERE TO PUT LABELSAbove the field, usually.WHYIt works at any width,... Labelling Things Clearly Words in the interface.WHY LABELS MATTER MORE THAN LAYOUTPeople navigate by reading. A wrong... Layout and Interaction: Everything That Matters, Briefly The summary.PROXIMITY IS THE STRONGEST GROUPING SIGNALThings near each other are read as related... Learning From Support Requests Free research.WHY THEY MATTEREvery support request about how to do something is a design failure... Maintaining Visual Consistency Coherence across an interface.WHAT CONSISTENCY MEANSThe same thing looks and behaves the same way... Mapping the Steps People Take Understanding the journey.WHAT TO MAPEvery step from the person's first awareness to completing... Measuring Whether a Design Works Evidence.WHAT TO MEASURETask completion: do people succeed?Time taken Errors made Where people... Mental Models and Expectations How people think things work.WHAT A MENTAL MODEL ISA person's internal picture of how something... Mobile and Responsive: Everything That Matters, Briefly The summary.START WITH THE PHONEMost visitors are there, and the constraint forces... Organising Content So People Can Find It Information architecture.WHAT IT MEANSHow content is grouped, labelled and arranged.WHY IT... Page Structure and Hierarchy Ordering a page.WHAT EVERY PAGE NEEDSOne clear purpose An obvious starting point A clear next... Prioritising What to Build Deciding what matters.WHAT TO RANK BYHow many people are affected How badly How often How much... Providing Feedback for Every Action Confirming what happened.THE PRINCIPLEEvery action must produce a visible response.WHYWithout it,... Reducing the Effort of Filling a Form Making it easier.WHAT TO REMOVEEvery field you do not act on.WHAT TO PRE-FILLAnything you already... Research: Everything That Matters, Briefly The summary.WHAT A SMALL BUSINESS CAN REALISTICALLY DOTalk to five customers, watch one person... Responsive Layout Principles Adapting to width.WHAT RESPONSIVE MEANSThe layout adapts to the space available.WHAT TO BASE... Reviewing a Design Critically Judging your own work.WHAT TO ASKWhat is this screen for? What should be noticed first? Is it?... Running a Usability Test Checking whether it works.WHAT YOU NEEDA prototype or a working version A realistic task Five or... Setting Type for Readability Making text comfortable.WHAT AFFECTS READABILITYSize Line spacing Line length Contrast... Sketching and Exploring Ideas Before committing.WHY SKETCH FIRSTIt is fast, and it makes discarding easy.WHAT TO DOProduce... Starting From the Smallest Screen Starting small.WHY START THEREMost visitors are on phones.WHAT THAT DISCIPLINE... Structure and Navigation: Everything That Matters, Briefly The summary.ORGANISE AROUND WHAT PEOPLE LOOK FORNot your internal structure. Sites organised by... Talking to Users Usefully Interviews that produce something.HOW MANY PEOPLEFive to eight covers most of what you will... Testing Accessibility Checking your work.WHAT AUTOMATED TOOLS FINDMissing alternative text Contrast failures Missing... The Difference Between UI and UX Two related things.WHAT UX MEANSThe whole experience of using something: whether it solves the... Touch Targets and Thumb Reach Physical interaction.WHAT SIZE TARGETS NEED TO BELarge enough to tap reliably without looking... UI/UX Design: Everything That Matters, Briefly The whole category in one page.DESIGN IS DECISIONS, NOT DECORATIONWhat to include, what to leave... Understanding Design: Everything That Matters, Briefly The summary.UX IS WHETHER IT SOLVES THE PROBLEM. UI IS WHAT APPEARS ON SCREEN.A beautiful... Understanding the Cost of Complexity Why less is usually better.WHAT EVERY ADDITION COSTSAttention A decision for the user Space... Using Analytics to Find Design Problems Where people fail.WHAT TO LOOK ATWhere people arrive Where they leave How far they get through a... Using Colour Effectively Colour decisions.WHAT COLOUR DOESSignals meaning Creates emphasis Groups related things Carries... Using Icons Well Small symbols.WHAT ICONS DO WELLReinforce a label Save space where meaning is universally... Using Motion Purposefully Animation and transition.WHAT MOTION SHOULD DOShow where something came from or went Direct... Using Space Deliberately Whitespace and grouping.WHAT SPACE DOESGroups related things Separates unrelated things Creates... Validating Input Helpfully Checking what people enter.WHEN TO VALIDATEAfter the person finishes a field, not while... Visual Design Craft The details that separate good from adequate.WHAT PEOPLE NOTICE WITHOUT KNOWINGInconsistent... Visual Design: Everything That Matters, Briefly The summary.ONE TYPEFACE IS USUALLY ENOUGHVary size and weight within one family. Check that... Watching People Use Something Observation.WHY WATCHING BEATS ASKINGPeople cannot accurately report what they did or why.HOW TO... What Good Design Actually Does The purpose.WHAT IT ACHIEVESPeople accomplish what they came for With less effort With fewer... Who You Are Designing For Understanding the audience.WHAT TO ESTABLISHWho uses this What they are trying to do What they... Why Accessibility Matters The case for it.WHO IT AFFECTSPeople with permanent impairments of vision, hearing, movement or... Why Research Before Designing Avoiding expensive guesses.WHAT RESEARCH PREVENTSBuilding the wrong thing Solving a problem... Wireframes and Prototypes Working models.WHAT A WIREFRAME ISA structural layout without visual detail.WHAT IT IS... Working With Images and Photography Visual content.WHAT IMAGES SHOULD DOShow something useful: the product, the place, the people,... Working With Stakeholders Managing opinions.THE PROBLEMEveryone has an opinion about design, and most are about taste.WHAT... Writing Text Alternatives Describing images.WHAT THE PURPOSE ISConveying what the image communicates, to someone who cannot...
Back

Are you happy with your experience? Leave us a review on Trustpilot.


Trustpilot