mtowber + ux   52

GDS design principles
Government Digital Service Design Principles
design  ux  uxd  webdesign  lists 
8 weeks ago by mtowber
Google user experience – Company
"The Google User Experience team aims to create designs that are useful, fast, simple, engaging, innovative, universal, profitable, beautiful, trustworthy, and personable. Achieving a harmonious balance of these ten principles is a constant challenge. A product that gets the balance right is “Googley” – and will satisfy and delight people all over the world."
google  uxd  ux 
july 2011 by mtowber
Marco.org - Overdoing the interface metaphor
It’s important to find the balance between real-world reproduction and usability progress. Physical objects often do things in certain ways for good reasons, and we should try to preserve them. But much of the time, they’re done in those ways because of physical, technical, economic, or practical limitations that don’t need to apply anymore.
interface  ui  usability  design  articles  ux 
march 2010 by mtowber
Retrospective: What We Learned from Ubiquity « Not The User’s Fault
“Monotony” is the quality an interface has when there is only a single way to do something. The name “monotony” sounds like a bad thing, but it’s actually a good quality. There’s only one “middle C” key on a piano. Super Mario Bros. only has one way to jump: the A button. It doesn’t have a “jump” menu item or a “jump” keyboard shortcut. Lack of monotony complicates an interface, as well as taxing your brain by making you decide which method to use each time you use it.
design  webdesign  firefox  ubiquity  interface  ux  usability 
march 2010 by mtowber
Lost Garden: Ribbon Hero turns learning Office into a game
"Imagine Microsoft Office turned into a video game. One where learning a productivity app is a delight. One where the core loop of gameplay involves using and gaining skills in Word, Excel and PowerPoint."
games  design  ux  webdev  webdesign 
january 2010 by mtowber
Functioning Form - The Apple Store's Checkout Form Redesign
"Apple's online store certainly played a role in this achievement as retail sales data shows that Mac sales were up 21% year-over-year in the months of October and November. So it's interesting to note that Apple's primary online sales channel (Web-based checkout) was redesigned during this time"
forms  usability  ux  interface  webdesign  apple  shopping  articles 
december 2009 by mtowber
Drupal 7 User Experience Project
"Our UX Principles: 1. Make the most frequent tasks easy and less frequent tasks achievable. 2. Design for the 80% 3. Privilege the Content Creator 4. Make the default settings smart"
ux  uxd  blogs  webdev  usability  drupal  webdesign 
october 2009 by mtowber
The Life Cycle of a Wireframe
"My overall strategy for IA is 3 step process; understanding the problem (note: not merely identifying the problem but really understanding it), find a solution (there may be more than one solution, but there is often only one right solution), and present the solution (a large part of your job as a IA is presenting your work so the client can understand the results)"
wireframes  ux  ucd  ia 
june 2009 by mtowber
Fear of the High Fidelity Wireframe | Konigi
good discussion around low- vs. mid- vs. high-fidelity wireframes
ux  webdesign  uxd  wireframes 
december 2008 by mtowber
The Disciplines of User Experience
"This diagram also begs the question: what is user experience design by itself, those areas that aren’t filled up with other bubbles? I tried to answer some of that in an earlier post, but the short answer is: not much, aside from coordination between the various disciplines, or what used to be called creative direction."
visualization  hci  ux  ia  ucd  design 
december 2008 by mtowber
Lost Garden: The Princess Rescuing Application: Slides
"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications."
games  gamedev  usability  ux  ucd  webdesign 
october 2008 by mtowber
User Experience of Reality
"reality is broken... games work better"
powerpoint  ux  ixd  ucd  games 
september 2008 by mtowber
adaptive path » blog » Dan Saffer » User Experience is Everyone’s Responsibility
"Users don’t care whose fault it is that a product works poorly, only that it works poorly. All the disciplines need work together to figure out solutions to product flaws, with visual, interaction, and industrial design blending their strengths togethe
ux  ucd  design  hci 
may 2008 by mtowber
russell davies: pre-experience design
"I bet there's not a decent-sized corporation anywhere that enables process and experience designers to collaborate on 'expectation design' with marketing and communications people."
advertising  usability  ux  design  business 
may 2008 by mtowber
IxDA Search: agile
all IxDA threads with "agile" as a topic. UX vs. agile...fight!
ux  development  design  usability 
april 2008 by mtowber
Interaction Museum
"The interaction museum is a place for designers, practitioners, students and researchers looking for interaction techniques and devices."
design  webdesign  usability  ux 
april 2008 by mtowber
Do Real People Really Use Tag Clouds? » SlideShare
some insightful numbers on "web 2.0" use in the "real world".
design  webdesign  ux  ui  usability  interface 
april 2008 by mtowber
Monocle: design notes
brilliantly detailed notes on the design of monocle
design  webdesign  ux  ui  media 
april 2008 by mtowber
Doug Engelbart: The Demo
the demo to end all demos...a.k.a. king of demos...a.k.a. goddemo...
technology  history  ui  ux  videos 
april 2008 by mtowber

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