Tags: experience

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On Weaponised Design - Our Data Our Selves

A catalogue of design decisions that have had harmful effects on users. This is a call for more inclusive design, but also a warning on the fetishisation of seamlessness:

The focus on details and delight can be traced to manifestos like Steve Krug’s Don’t Make Me Think, which propose a dogmatic adherence to cognitive obviousness and celebrates frictionless interaction as the ultimate design accomplishment.

Everything Easy is Hard Again – Frank Chimero

I wonder if I have twenty years of experience making websites, or if it is really five years of experience, repeated four times.

I saw Frank give this talk at Mirror Conf last year and it resonated with me so so much. I’ve been looking forward to him publishing the transcript ever since. If you’re anything like me, this will read as though it’s coming from directly inside your head.

In one way, it is easier to be inexperienced: you don’t have to learn what is no longer relevant. Experience, on the other hand, creates two distinct struggles: the first is to identify and unlearn what is no longer necessary (that’s work, too). The second is to remain open-minded, patient, and willing to engage with what’s new, even if it resembles a new take on something you decided against a long time ago.

I could just keep quoting the whole thing, because it’s all brilliant, but I’ll stop with one more bit about the increasing complexity of build processes and the decreasing availability of a simple view source:

Illegibility comes from complexity without clarity. I believe that the legibility of the source is one of the most important properties of the web. It’s the main thing that keeps the door open to independent, unmediated contributions to the network. If you can write markup, you don’t need Medium or Twitter or Instagram (though they’re nice to have). And the best way to help someone write markup is to make sure they can read markup.

Why Web Developers Need to Care about Interactivity — Philip Walton

Just to be clear, this isn’t about interaction design, it’s about how browsers and become unresponsive to interaction when they’re trying to parse the truckloads of Javascript web developers throw at them.

Top tip: lay off the JavaScript. HTML is interactive instantly.

Distilling How We Think About Design Systems

Advice on building design systems:

  • If you can avoid being ambiguous, please do.
  • Favor common understanding over dictionary correctness.
  • Make great operations a priority.
  • Don’t get trapped in defining things instead of explaining things.

Despicable Design — When “Going Evil” is the Perfect Technique

I really like this “evil” design exercise that Jared has documented on Ev’s blog.

I broke them up into small groups of three, spreading each role across separate groups. I then asked each person to grab a sheet of paper and make their own list of ways they imagined the product’s user experience could be made worse.

Official Google Webmaster Central Blog: Helping users easily access content on mobile

Two pieces of good news from Google:

  1. 85% of websites qualify as mobile-friendly, so there’s no longer a need to explicitly label them as such in search results.
  2. Google will down-rank sites that have annoying pop-overs demanding you download an app or sign up to an email newsletter when you’re trying to read the damn page.

Design is choice by Jaime Caballero

A lovely outlook on designing with progressive enhancement:

There will always be users coming from places you didn’t expect, using devices you didn’t test for.

Experience Rot

Jared explains how adding new features can end up hurting the user experience.

Experience Is What We Make It | UX Magazine

The Riegers are like emissaries from Planet Smart and we mere mortals are fortunate that they take the time to give us great articles like this.

The fall and rise of user experience : Cennydd Bowles on user experience

Cennydd’s closing remarks from this year’s IA Summit. Huzzah!

Cooper Journal: One free interaction

Small interactions that serve no useful purpose but are nonetheless satisfying. "Design this interaction such that: It's “free,” i.e. having no significance to the task or content, It's discoverable in ordinary use of the product, It's quick and repeatable (Less than half a second.), It's pleasant"

What reading Tufte won’t teach you: Interface design guidelines - glyphobet • ???????? • ????????

A good list of interface guidelines based on real world experience with a mobile phone, an music player and an operating system.

Web Use Project: Papers

A wonderful source of data on user behaviour and perceived skill levels online.

Upcoming Suggestion Board

Search on Upcoming is borked. Here's my explanation why. I criticize because I care.

Happy Cog Studios: Work: Dictionary.com

Happy Cog redesigns Dictionary.com and its siblings.