A UI designer’s biggest job is communication.
With today’s computing, our products can deliver millions of bits of information to the users. Making that information accessible and letting our users navigate it the way they prefer is the essence of UI design.
One of the best crutches we have for efficient communication with our users is filters. Designing filters is all about ensuring the users can get exactly what they want, with minimal browsing.
In this article, I’ll talk about what search filters are, when they are necessary, how to choose which filters to add, discuss sidebars vs horizontal toolbars, and talk about the general best practices when designing a filtering UI system. …
Modern technology is complex. It’s not always complicated though, thanks to our constant striving to make human-computer interaction an effortless experience.
However, the more intricate a service/product, the more difficult our job becomes. Two factors make our job today tougher than ever:
This is why today UI is all about creating and structuring feature hierarchies.
Creating a feature hierarchy is easy enough. You take all of the features available in an app and evaluate them according to two main…
Windows. Icons. Menus. Pointer. WIMP.
WIMP’s been the main style of human-computer interaction ever since the Xerox team came up with it back in the ’70s to imitate actual office desktops.
And while it’s unequivocally functional, sometimes it feels like we’re treading water in a four-decade-old pool, instead of facing new and different frameworks. WIMP’s so dominant, that it’s tough to imagine working with a computer without it.
This is where ubiquitous computing (ubicomp) presents an interesting challenge for us to consider.
Ubicomp is a somewhat nebulous term, but for our purposes, it means the kind of technology that’s designed to let the user complete their tasks without actually interacting with it. …
Directing users’ attention. That, they say, is the primary job of a designer. But I’d argue that things are a bit more complicated than that.
Depending on the product we’re building, a user might simply be forced to give us attention to get a vital service or a product. At that point, the attention is a given, but does that make every banking app well-designed? Of course not. This is where we come across the idea that good design might just mean that users want to give us attention.
This is where the somewhat nebulous concept of “gamification” comes in. Fundamentally, it’s striving to create the kind of experiences and products that our users would want to play with by integrating the principles of game design. …