Wednesday, July 21, 2010
Myth: "Users Will Only Make That Mistake Once"
Thursday, November 26, 2009
Interleave mundane tasks with creative and thinking tasks
Sometimes the answer comes more quickly when we stop thinking about the problem.
All the better if the procedural work engages manual dexterity. Sticking the labels on cards for a card sort is a good example.
Of course, if you are in "the zone" on a design, nothing (except for perhaps an iPhone OS update) should shake from that zen-like state of enhanced creative productivity.
Sunday, November 22, 2009
Landmarks help us know where we are going, and where we have been
When we explore a new city, landmarks break our journey into stages. At each landmark we stop, assess where we’ve been, reorient ourselves, and set out again.
Landmarks can help with any journey. On a web site, arriving at a page that is markedly different to others marks the end of a stage of the interaction, or the beginning of a new stage.
Memorable landmarks that stand out from their surrounds help us form a mental model of where we have been, and where else we can go.
Sunday, September 27, 2009
Like buildings, applications break at the joins
It’s the journey between pages or screens, not the pages and screens themselves, that can cause the most problems for users. Plus - problems with the journey are the most expensive problems to fix.
Design the journey between states first, before designing the states.
Inspired by a suggestion from Dave Malouf (http://davemalouf.com/).
Friday, September 18, 2009
Balancing being right and being employed...
Remember that - with perseverance - you can communicate the former by following the path of the latter.
To go the other way requires significant chutzpah and often leaves casualties in its wake.
Monday, September 14, 2009
Consider Content and Data from the Outset
Suggested by Isaac Sane http://force10x.com/blog/
Developer: "The worst part about designers is..."
The strategic design decisions that we make on a daily basis often have a significant effect on the amount of work that a developer needs to perform in order to realise the vision. On projects where the requirements and design are completed before development starts, the effect of this is obscured from the developer's view and expectations are more easily managed. However in more agile environments - where the design may be shifting while coding is happening - we need to be mindful that seemingly minor changes may have significant consequences. This can upset the delicate balance of power that is shared between designer and developer. Be aware of this and always act with humility and delicacy in such situations.
Tuesday, September 1, 2009
Be wary of projects with ill-defined scope
Play to your strengths and team up with complementary players
- Behavioral
- Visual, and
- Technical
Understand which point(s) you are able to cover best and team up with talented people who shine in the other points. Knowing where your abilities end and another's begin allows you to relinquish responsibility for things that you may not have had ultimate control over anyway.
People are good at recognising shapes
Thursday, August 27, 2009
Separation of action and reaction
Tuesday, August 25, 2009
Play tricks, don't wait for a full-house
All other things being equal, you should expose your design earlier rather than later - in fact, earlier than you feel comfortable with.
Even if you have problems with aspects of the design, it is better to bring your stakeholders over to your side of the problem sooner.
To use an analogy from card games; play your design out in small "tricks" don't wait for a "full house", lest you be left with a hand full of great - but now useless - cards when the project moves on without you.
Butcher's paper is your friend
Find a pen that you love drawing and writing with
A beautiful, well weighted pen that makes your sketches and scratchings look like the kind of thing found in the notepads of architects (rather than on the walls of a Mexican prison) is an inspiring tool to have in your kit-bag.
In addition to drawing envious glances from clients and designers alike, it will increase your desire to sketch and take notes.
Getting the pen moving early and freely circumvents one of the biggest barriers to completing a design... starting.
Fluffy clouds are your friends
In times of trouble, ask "What is the user problem that we are trying to solve?"
Functionality is the enemy of usability
Sunday, August 23, 2009
Similarity implies relationship
Visual designers tell us to use as few colours as possible (especially if we are novice designers). That may mean we apply the same colour to two (or more) items on a screen. Be careful, though, that the similar colour (or other treatment) does not imply a relationship you do not intend.
The level of detail in your mock-ups should reflect the level of confidence in your design
In the early stages of design, mock-ups should communicate broad concepts and groupings of information or functions. Keeping the details scant at these early stages allows you to progress through iterations quickly and keeps your stakeholders from throwing the baby out with the bath-water by quibbling over colours and button placement.
As you progress towards a final design, mock-ups should be rendered in increasingly higher fidelity so that the full detail of your approach is exposed.










