Tags: experience

13

sparkline

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.