This guy is going to get a job because he deserves one. Here’s the video — the “do no evil” Googleites required that you go to YouTube to view it.
Social media made it possible.
I love the internet.
I’m involved in something called the Product Design Guild in San Francisco. It’s pretty cool. We talk about ideas and do guerrilla usability testing of concepts. There’s a really smart group of people there, and they know great products only come out of testing an idea over and over again.
At one of the events, I’m “training” developers and product types in usability testing for a number of startups. The document I wrote I think is good enough to share and explains the basics of conducting usability tests. I’m convinced anyone can be trained to do it or at least write the test. Usability tests don’t have to be really fancy — only digital agencies looking to bill or drain the retainer would do eye-tracking on a half-baked idea — and the feedback you get is incredible.
Here’s the document for download in Word format.
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So what was the problem?
Expedia analysts realised the site needed to be changed after investigating why many customers who clicked the ‘Buy Now’ button on the company’s site did not complete the transaction.
“This is someone who was on our site, found the right location and hotel, put in all their billing and travel information and clicked the ‘Buy Now’ button,” Megibow said.
“As far as leading indicators of purchase intent go, this is as good as it gets and yet we weren’t taking the money.”
Analysts began examining and correlating information about these failed transactions to identify what traits they had in common.
The answer, it turns out, was quite simple: “We had an optional field on the site under ‘Name’, which was ‘Company’,” Megibow said.
“It confused some customers who filled out the ‘Company’ field with their bank name.”
What did they try?
“After we realised that we just went onto the site and deleted that field – overnight there was a step function [change], resulting in $12m of profit a year, simply by deleting a field.
“We have found 50 or 60 of these kinds of things by using analytics and paying attention to the customer.”
From Kicker Studio: Big, huge gestural interfaces aren’t all they are cracked up to be:
Oh sure, they look really cool, and certainly companies are doggedly trying to create them. Bloggers and tech geeks love them. (Any time you put Minority Report into a title, you’re bound to get traffic.) But I guarantee you very few of those people have actually used one for any length of time. If not done well (and sometimes ever if they are), they are exhausting. Human beings aren’t meant to hold their arms out in front of their bodies making gestures for long periods of time. It creates a condition called Gorilla Arm (aching muscles, stiffness, a swollen feeling) because it violates basic human ergonomics. Tom Cruise (who, let’s be honest, is in better shape than 95% of us) was reportedly tired from just acting out the scenes in the movie.
I loved the Surface when it came out, but the first question was — how do I use it?
It makes sense in a mobile device to have a lot of gestural interfaces, or the iPad for example. But in a bigger stage, waving your hands around just doesn’t seem like fun. Like Dan Saffer pointed out in the article, it’s the places where a subtle gestural interaction can be used it makes sense.
f you haven’t seen the Oatmeal comic How A Web Design Goes Straight To Hell, you need to go read that first, and then come back here — it’s a perfect summary of the problem. The ultimate post on this problem has also already been written, so I’m not going to spend too much time on it — just go read every word in Why Design by Committee Must Die in Smashing Magazine. I do want to highlight a couple of areas in that article, and add some of my own comments.
One of the main problems we have in web design today is that everyone thinks they’re a designer. With coding it’s different — not everyone can code. But design is different. Like art, everyone has an opinion on design. You like it or you don’t. And because you have this immediate visceral reaction to a design, it’s tempting to confuse that with knowing what makes a design good. But that’s simply not true.
As posts like Designing for the Mind and Gestalt Principles Applied to Design have shown, what makes a design “good” has very little to do with taste, and everything to do with the proven psychology of visual perception. “Pretty” is a small part of design compared to applying the principles of solid user experience design to an interface. So please, let’s leave design to the people who are trained in this stuff. Have I mentioned the importance of trust?
Thanks to Ha Phan.
Junior designers are those with some training and (hopefully) some talent. They’ve gone to design school or done a handful of professional projects. They can create deliverables, although not without supervision. They can often explain design decisions, and can handle problems of moderate complexity. Junior designers should always be paired with a more senior designer.
…
Senior designers are those with the magic 10,000 hours of experience that make one a master. For those who are math challenged, that’s 250 40-hour work weeks, or over five years being a designer. In my experience, this is more like seven to 10 years of being a working designer to reach this level of mastery, where one is able to tackle complex problems in a variety of domains.
I would love to see this standard applied — there are many people that have a false idea of where they are in the industry (including myself ;) ). Read the complete article to see Dan Saffer’s thoughts.
1.618 is a number all serious designers should know. It’s known as the golden ratio found throughout nature, art and architecture. Seashells, the Mona Lisa and the Parthenon all show the golden ratio. Our faces and bodies are also proportional to the golden ratio. It’s so omnipresent that it’s even found in sounds and intervals of time. If there ever was a mathematical way to explain and express natural beauty, the golden ratio is it.
The golden ratio gives us a divine sense of aesthetic that we can apply to web design. By applying the golden ratio properly, we can make our web sites visually compelling. The most common way to use the golden ratio is with layout. Using the golden ratio we can divide the width of our web site to create a “golden layout” of two columns.
For example, take your typical 960 pixel width layout and divide 960 by 1.618. You’ll get about 594, which is the width of your main content column. To get the width of your sidebar, subtract 594 from 960 and you get 366. Put it all together and you have a two column layout with widths of the golden ratio.
There’s another completely different reason I also go with this structure — studies have shown that sites are easier to read when line length is limited.
The length? Between 550 and 600 pixels wide.
Guillermo Cedillo is a UX designer that works for Sieena, a development firm in Mexico. This is a great article that talks about design. The article originally appeared on Website Magazine, but we have permission to republish it. Cheers.
The four principles of design are balance, rhythm, emphasis and unity. Each one of them is essential for bringing together the different visual elements that are necessary to achieving a strong design, which, in turn, is imperative for a website to succeed on any level. What follows is an examination of each principle, with insights about how to incorporate them into your own Web design for optimal results.
Different colors, shapes and sizes can create different degrees of what is called “visual interest” on a Web page. It is important that pages are designed to hold a user’s interest without overwhelming them or causing distraction away from the elements most important to conversion goals. As such, distribution of this interest needs to be controlled and balanced by considering each element in a layout and its “visual weight” — determined by its size, shade and thickness of lines.
Symmetrical balance is achieved by placing elements in the design evenly. If you place a large, heavy element on the right side, you will have a matching heavy element on the left. Centering is the easiest way to get a symmetrically balanced page. But be careful, as it can be difficult to create a centered design that doesn’t look flat. For symmetrically balanced design, it is better to create the balance with different elements — an image on the left and a large block of text to the right of it, for example.
Asymmetrical balance is an arrangement of unlike objects of equal weight on each side of the page. Color, value, size, shape and texture can be used as balancing elements. However, asymmetrically balanced pages can be more challenging to design, as elements are not matched across the centerline of the design.
For example, you might have a large element placed very close to the centerline of the design. To balance it asymmetrically, you could place a small element farther away from the centerline. If you think of your design as being on a teeter-totter or seesaw, a lighter element can balance a heavier one by being further away from the center of gravity. You can also use color or texture to balance an asymmetrical design.
Sometimes the purpose of the website itself makes an off-balance design the right choice. Designs that are off-balance suggest motion and action. They make people uncomfortable or uneasy. If the content of your design is also intended to be uncomfortable or make people think, a discordantly balanced design can work well.
Rhythm in design is also known as repetition — a pattern created by repeating elements that are varied, allowing your designs to develop an internal consistency that makes it easier for your customers to understand. Once the brain recognizes the pattern in the rhythm it can relax and understand the whole design.
Repetition (repeating similar elements in a consistent manner) and variation (a change in the form, size or position of the elements) are the keys to visual rhythm. Placing elements in a layout at regular intervals creates a smooth, even rhythm and calm, relaxing mood. Sudden changes in the size and spacing of elements creates a fast, lively rhythm and an exciting mood.
Gestalt is a general description for concepts that make unity and variety possible in design. The mind has the ability to see unified “wholes” from the sum of complex visual parts. Some principles of gestalt are proximity, similarity, continuance, closure, uniform connectedness and 1+1=3 effects.
Emphasis (or dominance) in design provides the focal point for the piece, enabling the most important design element to stand out. To draw the reader to the important part of the piece, every layout needs a focal point.
Generally, a focal point is created when one element is different from the rest. However, to maximize emphasis, it is necessary to avoid too many focal points, so as not to dilute the dominant effect. When all elements are given equal emphasis, it can make the piece appear busy, at best, or even boring and unappealing.
Emphasis can be achieved in the following ways:
Using semantic markup to provide some emphasis, even without styles.
Unity (or proximity) helps all the elements look like they belong together. Readers need visual cues to let them know an article is one unit — the text, headline, photographs, graphic images and captions all go together. Elements that are positioned close to one another are related while elements that are farther apart are less so.
Unity can be accomplished through the following methods:
Web users rely heavily on visual clues when making decisions about a website — whether to click and explore, consider a purchase or sign up for a service. This is even more pronounced for first-time visitors when the decision to stay on-site or abandon is made in just a few seconds. Follow these four design principles and you can be sure that your users and new visitors will stay engaged with your website.
Guillermo Cedillo is responsible for the design and implementation of modifications of different Web, desktop and mobile applications as a User Interface Designer for Sieena. Sieena is a Nearshore software development firm specializing in Microsoft technologies, with operations in Los Angeles and Monterrey, Mexico.