Category Archives: Articles

World Usability Day: 74% discount on UX tools

As a follow-up to the last UX tools bundle offered through UX Heroes, the third annual Optimal Workshop World Usability Day bundle is now available consisting of 8 great tools and subscriptions worth $5,000 for $1,370.  However, if you use the link in this post, you can get an additional $150 discount and get the bundle for $1,220.

View the bundle here.

  • Usability Professionals’ Association: 4 video seminars and a live webinar
  • OptimalSort: 12 month subscription of this remote card sorting
  • Treejack: 12 month subscription to test and validate your IA
  • Loop11: 2 projects to conduct remote usability tests of any website
  • OpenHallway: A 12 month subscription and 3 TryMyUI credits will help you record a/v screencasts of user testing sessions
  • SnapEngage: 12 month subscription of this service that lets you live chat with your site visitors and customers
  • ConceptShare: 12 month subscription to markup visual designs collaboratively
  • HotGloo: 12 month suscription to do rapid collaborative wireframing

Since this year’s World Usability Day theme is “Designing for Social Change”, $100 from each bundle sold goes to support the work of The Mekong Club, a business-led initiative to fight modern day slavery.

This is only available until the end of World Usability Day (Thursday, November 10), so check it out quickly if you’re interested!

UX Heroes Visual Prototyping Bundle – Name your price on 3 great prototyping tools

UX Heroes has a great offer available on several tools for UX Designers.  The UX Heroes Visual Prototyping Bundle offers a deep discount on three visual prototyping tools to help you diagram, wireframe and prototype. You can choose your own price using the slide control at the bottom of the page. This bundle only runs until September 27th, so act quickly if you’re interested in it!  You can get the following tools worth almost $200 for any price you choose:

  • Gliffy Online: Create diagrams such as flowcharts, UI wireframes, floor plans, network diagrams, UML diagrams, web site maps, or any other simple drawing or diagram.
  • HotGloo: Collaboratively create low and high fidelity wireframes or prototypes.
  • Mocksup: Share your mockups on any desktop, tablet or smartphone, collect feedback via comments and sticky notes, and create quick UX prototypes by linking mockups together.

Plus, you can get Chalkmark (worth $109) if you spend $40.

Get the bundle now!

If you use the link in this blog post for the offer, you will be able to get a discount if you go on to buy the main bundle when it is launched in a couple of weeks. That bundle will offer even more UX tools for a fraction of their retail cost.

UX principles in action: Feedback systems and Ford SYNC

The importance of providing system feedback

Providing the user feedback during an action is one of the most basic user experience principles that must be considered when designing systems.  Feedback can come in a variety of forms: a confirmation message upon completion of an action, an error message if something goes wrong, a progress indicator while the system is performing an action, or other visual techniques that indicate a system’s state.  Providing feedback in a design helps to minimize errors and gives users confidence while performing tasks or actions.

Top 6 Help Design Patterns for iPhone Apps

User Experience Designers usually aim to make application interfaces intuitive and easy to use without relying on help or a manual to guide the user through how to use the app.  However, there are times when an interface is most effective and efficient to use once some initial behaviors are learned.  In these cases, designing an application to be completely intuitive upon first-time use can be impractical or detrimental to repetitive use.  There are also times where a quick introduction on how to use an app simply makes the user feel more comfortable interacting with it for the first time, and is not a reflection of a poorly designed interface.

iPhone applications that introduce new, innovative interaction models or that allow the user to access a wide range of information or complete several tasks often use first-time use help screens to help users learn how an app works.  This help can come in a wide variety of styles: demos, tutorials, single screen overlays, walkthroughs, tips, or short screen summaries.  These first-time help screens are often supplemented by a centralized help or FAQ area within the app.  Below is a look at how different apps have leveraged these help patterns to introduce functionality to their users upon first use.

Tapworthy: The best book you can buy for iPhone design

I was recently tasked with planning the user experience of a rather complex iPhone application.  While I’ve been involved in iPhone projects in the past and use the device (well, an iPod Touch 4g) regularly, I knew I needed a little help in the nuances of iPhone design in order to design for an optimal experience.  For that I turned to Josh Clark’s Tapworthy: Designing Great iPhone Apps. It has been incredibly helpful.

Full disclosure: I haven’t read any other iPhone design books, so perhaps I’m not entirely qualified to make the statement in the title of this post. I came across Tapworthy when the book’s author sent me a copy.  Regardless, I maintain it’s a fabulous resource and should be a must-read for anyone who is working on designing iPhone applications.

Tapworthy is one of the most useful and practical User Experience books I have ever read.  The book begins by explaining when and how iPhone apps are used as well as the characteristics of the majority of iPhone users.  Josh explains how to focus your apps on helping users accomplish a primary task, and to encourage long-term use of your application.

The detailed interface advice outlined in Tapworthy is what makes it truly special.  Josh covers every possible consideration when it comes to iPhone application design, ranging from where to best position screen elements to make for the most comfortable ergonomic experience, to the detailed nuances of application navigation design, to when to use standard vs. custom icons within the application.  He even covers how to best name your application and make it stand out in the App Store.

Some of the tips and tricks that particularly stood out to me included:

  • When to use flat pages vs. tab bars vs. tree navigation
  • “Don’t be different just to be different; be different when you believe you can be better.”
  • Icons should emphasize clarity over personality, and make sure metaphors are appropriate to the device.

Many of Josh’s tips are supported by numerous case studies throughout the book.  Interviews with designers from Facebook, USA Today, Gowalla, Twitterrific, among many others, help to support the book’s techniques as well as give insight into the detailed decisions that designers had to make in order to create exceptional experiences.

If I were to offer some critical feedback of the book, I’d point out that the book primarily focuses on productivity and utilitarian applications, and not as much on unique applications or on game design, which is one of the most popular uses of the device.  While there is a chapter on how to create a unique visual identity for apps whose purpose is best suited for a non traditional design, the chapter is relatively light on specific techniques for how to best branch outside of the standard design elements.  If you’re looking for tips on how to best design games for the iPhone platform, you probably want to turn to other books or resources for guidance.  But if you’re looking for how to build a great mobile tool that extends your brand, Tapworthy is as good as it gets.

Be sure to pick up a copy of Tapworthy. Also consider following Josh Clark on Twitter.

Tapworthy apps draw people in with both efficiency and charm. – Josh Clark

Fortune.com revisits some of my ideas in light of the introduction of Facebook Groups

Back in May 2010, JP Mangalindan, a reporter from Fortune.com’s online magazine contacted me and asked me for my opinions on how to better redesign Facebook’s privacy settings.  Along with several other UX Designers, I proposed a solution that a) made privacy controls a more integrated part of the user experience, and b) helped users manage their friends better in order to better control who sees what.  You can read more about my ideas in these two blog posts:

Recently, the reporter contacted me again to get my thoughts on the new Facebook Groups feature from a User Experience perspective.  The concept behind Groups extends some of the ideas that I had originally proposed in Fortune’s article, with some important differences.

Check out the new article, “Facebook Groups: You saw it here first” for my thoughts on how Groups still has a ways to go to best meet user privacy needs. Thank you JP and Fortune.com for such a great article!

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