jpcody + ui   20

Collection: Design Patterns
This collection captures findings of consistent, unique or interesting interfaces and design flows from across the web.
design  patterns  ui 
november 2011 by jpcody
Designing a modern web-based application — Dropular.net — Rasmus Andersson
I designed Dropular just as I would design a desktop application — the UI and related logic runs on the host computer (client). The host knows how to present a GUI and the host knows about user input, end-user’s environment state and so on, making UI code running on the client-side the natural choice. Then again, there’s always data. Dropular.net communicates with one or more backend access points to read and write data, verify authentication and so on.
ui  webapp 
september 2011 by jpcody
New Visual Proportions for the iOS User Interface ← Principia Arbiter
Since I have begun design­ing iPhone app inter­faces last year, I have been deeply in touch with the nuances of the inter­faces of native and non-native apps. As a designer who is also adept in print design and has an acute typo­graph­i­cal sense, I can­not help but keep notic­ing the flaws and imper­fec­tions of the 44-pixel rhythm.
iOS  design  ui 
september 2011 by jpcody
Realism in UI Design | UX Magazine
The goal is not to make your user interface as realistic as possible. The goal is to add those details which help users identify what an element is, and how to interact with it, and to add no more than those details.
design  icons  realism  ui 
may 2011 by jpcody
Hire Good Designers
People who understand user experience, user psychology, and interaction design are going to design great user interfaces in any medium. There is nothing special about the web that makes it more or less challenging than designing on an iPad. They are just different. And good designers know the differences, understand the limitations, and will design something great for each.
design  ui  ux 
may 2011 by jpcody
The iPhone Tab Bar « SignificantPixels
Over the last couple of years, the iPhone has greatly popularized the tab bar navigational model for mobile handsets. Apple has put together a design rationale for the tab bar in their Human Interface Guidelines (HIG) along with lots and lots of other information — they do however leave some question unanswered. Having worked with interaction and graphical design for iPhone applications during the last couple of years I’ve managed to pick up some lessons the hard way, and in this post I would like to share my thoughts on a couple of do’s and don’ts.
design  iphone  ui  tabbar 
april 2011 by jpcody
10 Usability Tips Based on Research Studies
We hear plenty usability tips and techniques from an incalculable number of sources. Many of the ones we take seriously have sound logic, but it’s even more validating when we find actual data and reports to back up their theories and conjectures.
usability  ux  ui 
january 2011 by jpcody
41Latitude - Google Maps & Label Readability
For months, I’ve been trying to figure out why Google Maps’s city labels seem so much more readable than the labels on other mapping sites.
ux  ui  google  design 
december 2010 by jpcody
Getting Real: The Blank Slate (by 37signals)
Ignoring the blank slate stage is one of the biggest mistakes you can make. The blank slate is your app's first impression and you never get a second...well, you know.
design  ui  37signals 
november 2010 by jpcody
Watching Apple: A closer look at iPhone transition animations
The different timing of all five animations coordinate to make the page transition whoosh. You can barely notice the animations individually and as for perceiving them all in combination, forget it. But you’re not supposed to notice them. You’re simply supposed to get a tiny thrill of seeing one page whoosh in to replace the other, of using a device that somehow seems alive.
ui  apple 
october 2010 by jpcody
​D​a​r​k​P​a​t​t​e​r​n​s​.​o​r​g
Normally when you think of “bad design”, you think of laziness or mistakes. These are known as design anti-patterns. Dark Patterns are different – they are not mistakes, they are carefully crafted with a solid understanding of human psychology, and they do not have the user’s interests in mind.
ux  ui 
september 2010 by jpcody
ignore the code: Opinions vs. Data
Gmail’s recent update brought us a strange new UI element:1



Clicking on the checkbox selects all emails. The arrow, on the other hand, allows you to make more specific selections:
gmail  ui 
august 2010 by jpcody
ignore the code: Realism in UI Design
In other areas, the improvements are questionable at best. Graphical user interfaces are typically full of symbols. Most graphical elements you see on your screen are meant to stand for ideas or concepts. The little house on your desktop isn’t a little house, it’s «home». The eye isn’t an actual eye, it means «look at the selected element». The cog isn’t a cog, it means «click me to see available commands».
realism  ui  interface  design 
january 2010 by jpcody
The future of UI will be boring « Scott Berkun
I haven’t checked recently, but I bet the huge percentage of desktop computing time is still spent reading, typing or futzing with a mouse. If I’m right, and if you’re sitting, human ergonomics dictates some limits to range of motion and form factors to reduce repetitive stress. As long as these facts are true, well designed keyboards and mice are hard to beat, and even if they aren’t, they’ll still be around for a long long time anyway.
ui  future  prediction  metaphor 
january 2010 by jpcody
Crafting Subtle & Realistic User Interfaces — Flyosity: Mac & iPhone Interface Design
The underlying secret to beautiful user interface design is realism: making 2D objects on your screen appear to sit in 3D space with volume, surface properties and undulations that might appear in real life. These faux 3D objects have highlights and shadows just like objects on your desk might have, and they have textures that emulate real objects from glass to sandpaper and everything in between. Designing beautiful user interfaces has more to do with the why than the how.
ui  photoshop  realism 
december 2009 by jpcody
ignore the code: Stripes: A Conceptual Operating System User Interface
Martin Gimpl’s Stripes is a conceptual user interface that uses a zoomable window management model similar to the one found in Chrome OS, but foregoes tabs completely.
ui  os  prototype  concept 
november 2009 by jpcody
Log in or sign up? - Leah Culver's Blog
I love this form because it is so straightforward. If you're an existing user, it's only one step to log in. For a new user, the form takes you to a second page that asks you for a little more information and also prepopulates the email you entered.
ui  forms 
november 2009 by jpcody

Copy this bookmark:



description:


tags: