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Progressive disclosure interface patterns categorised and evaluated:
- mouseover popups (just say no!),
- new pages,
- scrolling sideways.
I really like the hypertext history invoked in this article.
The piece finishes with a great note on the MacNamara fallacy:
Everyone thinks metrics let us measure results. But, actually, they don’t. They measure only what they are measuring. Engagement, for example, is not something that can be measured, so we use an analogue for it. Time on page. Or clicks.
We often end up measuring what is quick, cheap, and easy to measure. Therefore, few organizations regularly conduct usability testing or customer-satisfaction surveys, but lots use analytics.
Even today, organizations often use clicks as a measure of engagement. So, all too often, they design user interfaces to generate clicks, so the system can measure them.
You don’t want to miss this! A five-day online conference with a different theme each day:
- Monday: Product Strategy
- Tuesday: Research
- Wednesday: Service Design
- Thursday: Content Strategy
- Friday: Interaction Design
Speakers include Amy Hupe, Kelly Goto, Kristina Halvorson, Lou Downe, Leisa Reichelt and many more still to be announce, all for ludicrously cheap ticket prices.
I know it sounds like I’m blowing my own trumpet because this is a Clearleft event, but I had nothing to do with it. The trumpets of my talented co-workers should be blasting in harmonious chorus.
(It’s a truly lovely website too!)
“Serverless”, is a buzzword. We can’t seem to agree on what it actaully means, so it ends up meaning nothing at all. Much like “cloud” or “dynamic” or “synergy”. You just wait for the right time in a meeting to drop it, walk to the board and draw a Venn Diagram, and then just sit back and wait for your well-deserved promotion.
That’s very true, and I do not like the term “serverless” for the rather obvious reason that it’s all about servers (someone else’s servers, that is). But these three principles are handy for figuring out if you’re building with in a serverlessy kind of way:
- You have no knowledge of the underlying system where your code runs.
- Scaling is an intrinsic attribute of the technology; so much so that it just happens automatically.
- You only pay for what you use.
Abstraction; scale; consumption.
At the risk of being a broken record; HTML really needs
<tooltip>elements. Not more “low-level primitives” but good ol’ fashioned, difficult-to-get-consensus-on elements.
I wish browsers would prioritize accessibility improvements over things like main thread scheduling optimization to unblock tracking pixels and the Sisyphean task of competing with native.
If we really want to win, let’s make it easy for everyone to access the Web.
Six UX lessons from game design:
- Story vs Narrative (Think in terms of story arcs)
- Games are fractal (Break up the journey from big to small to tiny)
- Learning loop (figure out your core mechanic)
- Affordances (Prompt for known loops)
- Hintiness (Move to new loops)
- Pacing (Be sure to start here)
Making the case for moving your navigation to the bottom of the screen on mobile:
Phones are getting bigger, and some parts of the screen are easier to interact with than others. Having the hamburger menu at the top provides too big of an interaction cost, and we have a large number of amazing mobile app designs that utilize the bottom part of the screen. Maybe it’s time for the web design world to start using these ideas on websites as well?
The ellipsis is the new hamburger.
It’s disappointing that Apple, supposedly a leader in interface design, has resorted to such uninspiring, and I’ll dare say, lazy design in its icons. I don’t claim to be a usability expert, but it seems to me that icons should represent a clear intention, followed by a consistent action.
Use a toggle switch if you are:
- Applying a system state, not a contextual one
- Presenting binary options, not opposing ones
- Activating a state, not performing an action
- Obey the Law of Locality
- ABD: Anything But Dropdowns
- Pass the Squint Test
- Teach by example
This is about designing forms that everyone can use and complete as quickly as possible. Because nobody actually wants to use your form. They just want the outcome of having used it.
Some ideas for interface elements that prompt progressive web app users to add the website to their home screen.
A very welcome project from Marcus Herrmann, documenting how to make common interaction patterns accessible in popular frameworks: Vue, React, and Angular.
I missed this when it was first posted three years ago, but now I think I’ll be revisiting this 12 minute interview every few months.
Everything that Kyle says here is spot on, nuanced, and thoughtful. He talks about abstraction, maintainability, learning, and complexity.
I want a transcript of the whole thing.
Wouldn’t it be great if every component in your design system had accessibility acceptance criteria? Paul has some good advice for putting those together:
- Start with accessibility needs
- Don’t be too generic
- Don’t define the solution
- Iterate criteria
Frameworks (arguably) make building complex applications easier, but they make doing simple stuff more complex.
And that’s why I think people should learn vanilla JS first. I’ve had many students who tried to learn frameworks get frustated, quit, and focus on vanilla JS.
Some of them have gone back to frameworks later, and told me that knowing vanilla JS made it a lot easier for them to pick up frameworks afterwards.
- Have a dedicated page for login
- Expose all required fields
- Keep all fields on one page
- Don’t get fancy
Ire takes a deep dive into implementing an accessible tool tip.
It’s our job as designers to bring clarity back to the digital canvas by crafting reading experiences that put readers first.
This is an excellent case study!
The technical details are there if you want them, but far more important is consideration that went into every interaction. Every technical decision has a well thought out justification.