Tag Archive for 'UX'

SignEasy – featured in the AppStore as “Best New Apps”

Signeasy featured in apple

One of my recent Mobile design work “SignEasy” for iOS 7 is being featured as “Best New Apps” on Apple.

Download SignEasy for iPhone

I am excited and love to know your feedback.

Delight

Discovery+Usability – Two great tastes that taste great together

Redesigning Google: a beautiful revolution

“Do it a lot, iterate a lot, look at everything”

“The Design is not just about making things more useful it’s not just about making things more beautiful is about really figuring out what is the right thing to make and how to make it right.”
- via the verge

Ecosystems Have Changed Our Roles and the Way We Work

For me, there are a few well made points:

  • Journeys drive strategy; personas aren’t enough
  • “Mono-messages” are no longer useful in ecosystems; marketing and UX have to co-exist
  • Ecosystems are pushing us to reinvent the way we work together, literally
  • Designing for experiences within an ecosystem requires a deep understanding of data. Data are the new pixels – they are the cell units of ecosystem design. Algorithms are the new rules of style and composition

by Cindy Chastain

Don’t Just Wireframe – Tell The Design Story

via @marcintreder

I’m thinking in today’s world it’s almost impossible to create great product without caring about user experience and succeed.
Wireframes, mock-ups and prototypes are excellent and useful documentation. Make them and don’t be ashamed.

Create a design story for your product.

Google Now is Beautifully Crafted

Google Now is just beautifully crafted “minimal designed” and getting enough aspects of strong mobile design.

Mobile Prototyping Essentials

This presentation by Rachel Hinman is loaded with lots of insight thought on Mobile Prototyping essentials.

Buttons are a Hack: The New Rules of Designing for Touch

“Fingers and thumbs turn design conventions on their head. Touchscreen interfaces create ergonomic, contextual, and even emotional demands that are unfamiliar to desktop designers. Find out why our beloved desktop windows, buttons, and widgets are weak replacements for manipulating content directly, and learn practical principles for designing mobile interfaces that are both more fun and more intuitive. Along the way, discover why buttons are a hack, how to develop your gesture vocabulary, and why toys and toddlers provide eye-opening lessons in this new style of design.” – Josh Clark

The Lifecycle of a Mobile App, a User’s Perspective

“Purchasing apps is very different from making most purchases. When shopping for a hammer, I can go into a physical store, pick up the hammer, examine its grip and head, and even swing it to get a feel for its balance. Shopping for an app involves a certain amount of blind faith. Neither the Apple App Store nor the Android Market provides any way of trying out an app before purchasing it. Amazon does allow Test Drives in a browser-based emulator for some apps, but an emulator experience is a far cry from the actual device experience. Building a great app experience may not result in a download, so it’s important that the app store experience be a designed experience.”

Via uxmatters

Rethink: turning receipts into ‘paper apps’

Commonplace objects are re-imagined. Retail receipts could make the most of the information systems that modern point-of-sales machines are plugged into. And “the humble receipt could be something like a paper “app”be valuable in small and playful ways.” nice idea.

It’s about people, not devices

We live in exciting times. Times of innovation, invention, and rapid change. Technologies that were unthinkable years ago are now commonplace. Close to 1.5 billion people worldwide use a computer, but that figure pales in comparison to the 4.2 billion (75% of the planet) who use or have access to a mobile phone.

Presentation by yiibu, download here Via UXbooth