that matches people’s needs. 3. Limit distractions. 4. Provide strong information scent. 5. Provide signposts and cues. 6. Provide context. 7. Use constraints appropriately. 8. Make actions reversible. 9. Provide feedback. 10. Make a good first impression. Principles of Experience Design
on people – their lives, their work, their dreams. Every millisecond counts. Simplicity is powerful. Engage beginners and attract experts. Dare to innovate. Design for the world. Plan for today’s and tomorrow’s business. Delight the eye without distracting the mind. Be worthy of people‘s trust. Add a human touch.
on people – their lives, their work, their dreams. Every millisecond counts. Simplicity is powerful. Engage beginners and attract experts. Dare to innovate. Design for the world. Plan for today’s and tomorrow’s business. Delight the eye without distracting the mind. Be worthy of people’s trust. Add a human touch. http://www.google.com/corporate/ux.html
Small things matter, good and bad. Be great at “look” and “do”. Solve distractions, not discoverability. UX before knobs and questions. Personalization, not customization. Value the life cycle of the experience. Time matters, so build for people on the go.
Small things matter, good and bad. Be great at “look” and “do”. Solve distractions, not discoverability. UX before knobs and questions. Personalization, not customization. Value the life cycle of the experience. Time matters, so build for people on the go. http://msdn.microso.com/en-us/library/dd834141.aspx
ephemeral. Design not for the elite but for the masses. Explain it to a child. Get lost in the content. Get to the heart of the matter. Never tolerate “OK anything.” Remember your responsibility as a storyteller. Zoom out. Switch. Prototype it. Pun. Make design your life… and life, your design. Leave something behind.
Preserve the ephemeral. Design not for the elite but for the masses. Explain it to a child. Get lost in the content. Get to the heart of the matter. Never tolerate “OK anything.” Remember your responsibility as a storyteller. Zoom out. Switch. Prototype it. Pun. Make design your life… and life, your design. Leave something behind. http://www.amazon.com/Fieen-ﬔings-Charles-Ray-Teach/dp/193031700X
principles for competitors and related organizations (even aspirational) 2. Gather, list and print out the business goals, user needs and brand attributes 3. Brainstorm with key collaborators across capabilities and functions 4. Narrow down to no more than 10, preferably 7 5. Ensure they don’t conflict or overlap 6. Ensure they’re pithy and memorable
help you say ‘No’ most of the time? 3. Does it distinguish your design from your competitors’? 4. Is it something you might reverse in a future release? 5. Have you evaluated it for this project? 6. Is its meaning constantly tested? http://www.uie.com/articles/creating-design-principles/