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“I want an open, accessible, usable, free web”

I love this paragraph from Dave Rupert’s latest post on images in responsive design:

If the web cannot keep pace with a native experience in speed (rendering in under 1000ms), we’re all going to be out of a job. An uptick in native app usage means budget dollars would follow the trend and be poured into native apps. Meanwhile public facing websites will be left to rot because no one cared and we littered the web with bullshit. Native wins, the web dies, Zeldman hangs up his beanie, and Sir Tim Berners-Lee cries a single tear. That’s not the future I desire. I want an open, accessible, usable, free web available to anyone no matter the creed of their device.

Design and status

Nike+ Fuelband

William Kremer’s Why did men stop wearing high heels? is a fascinating look at history, gender inequality, and the peculiarities of seeking status. This part stuck with me:

In the muddy, rutted streets of 17th Century Europe, these new shoes had no utility value whatsoever — but that was the point.

“One of the best ways that status can be conveyed is through impracticality,” says [Elizabeth Semmelhack of the Bata Shoe Museum in Toronto], adding that the upper classes have always used impractical, uncomfortable and luxurious clothing to announce their privileged status.

“They aren’t in the fields working and they don’t have to walk far.”

So, people wore high heals because impractical clothes showed off one’s status. This seems very similar to how expensive sports cars are viewed in our current society. They’re highly impractical if you want to take anything with you where you’re going (or if you have kids), but having one certainly shows that you have a lot of money.

This got me thinking about technology products and their link to status. I remember that before the iPhone came out, during meetings people used to leave their cell phones in their pockets (well, on their belt clips…). Then, once the iPhone came along, pulling out your phone and placing it face up on the table became a status symbol. Suddenly the phone wasn’t meant to be hidden, but meant to be shown off. The iPhone is designed to be seen.

Companies like Nike tap into this sense of status by making the Fuelband extremely wearable. It’s not something you hide away, like the Fitbit. It’s something that’s meant to be shown off. From Dan Hon’s excellent article Fitness by design:

A few hours up the US west coast though, lies a company built upon not just sport performance, but also personal expression, fashion and style. Nike’s FuelBand is worn around your wrist. It looks and feels better, with its black rubber and distinctive pinpricked colour display inviting discussion. […] Though it is a silent device that constantly logs your activity, it is not out of sight — it is permanently visible, a wearable statement. You’re not given the choice of hiding it.

Of course, most technology products are very different from high heels in that they’re actually useful. So I guess some things have changed since the 1600s. Where impracticality used to be a sign of status, with technology we now associate that status with good design — a mix of utility, usability, and aesthetics.

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iOS 7: interface, not art

iOS 7

I’ve been watching the responses to iOS 7 with great interest. I’m most surprised (even though I shouldn’t be) by the extremely forceful and visceral negative reactions to the visual direction of the new OS. Most tweets about about it sound something like this:

First, please let’s remember to give it five minutes before dismissing an entire operating system. iOS is an interface, not art. You can’t judge it without using it. You might think it’s ugly, and that’s fine. But you can’t go around quoting Steve Jobs’s “Design is how it works, not what it looks like” quote to everyone, and then get all worked up when Apple uses some colors and typography that you don’t like. If you truly believe that design is how it works, then you have to use iOS 7 to determine whether or not it works.

Also, why is it ok for startups to launch something unpolished, but when Apple redesigns their entire mobile operating system everything has to be perfect? Cap Watkins put it well in iOS 7. Unpolished By Design.:

And now we’re complaining that this completely revamped, new, version one interface isn’t perfect. Isn’t polished. Isn’t honed. We asked for a revolution and were delivered one which, all complexities considered, amounts to more than any one of our best first launches.

And then there are those who are calling this a copy of Windows Phone 8, and/or lamenting the fact that the design is flat as a board. No, it’s not. The icons might be flat, but as a design system, as John Gruber notes:

There is a profound reduction in the use of faux-3D visual effects and textures, but iOS 7 is anything but flat. It is three dimensional not just visually but logically. […] There’s a sense of place, depth, and spatiality in iOS 7 that makes it feel like hardware. A real thing, not pixels rendered on glass.

Finally, I agree with Jim Dalrymple’s assessment in Apple’s confidence:

One thing that became very clear to me early on in today’s keynote is that Apple was having fun again. They were really enjoying themselves.

And that’s a good thing. They’re finding their feet in the post-Jobs environment. So instead of tearing our clothes in despair, let’s celebrate the fact that Apple is moving forward with iOS, and that this new OS is a great new baseline for future improvements. Let’s give it five minutes.

Client collaboration in UX consulting

Baruch Sachs makes some good points in Part 1 of a series called Practicing Great UX Consulting:

You are not there to educate people. You are there to advise your client and guide the creation of an amazing user experience. You are the expert; that’s why they brought you in. Collaboration and openness are key here. People need to feel invested, not put upon.

I agree that collaboration is key — the problem comes when collaboration gets confused with consensus. Consensus cultures often produce watered down, unexciting products. Products where endless rounds of give-and-take have worn down the original idea to a shadow of what it once was. Consensus cultures also wear down the teams working on the product, because no one really gets what they want, they just get some of it.

Collaboration is different. In collaboration cultures people understand that even though everyone gets a voice, not everyone gets to decide. People are able to voice their opinions, argue passionately for how they believe things should be done, and try to negotiate compromises. But it certainly doesn’t mean that everyone has to agree with every decision. And that’s why the client/agency trust relationship is so crucial.

One great collaboration technique that works well with clients is called Design Studio. Jared Spool has a great write-up of how to conduct a Design Studio worskhop, and it’s also worth reading Paul Boag’s thoughts in Never wireframe alone.

The dying art of the small magazine ad

In Small Ads Dushko Petrovich turns our attention away from Facebook and Google to take a philosophical journey through those small, weird, completely non-targeted block-ads that appear in magazines:

At first you think these little rectangles are amusing because they offer monogrammed sweaters and self-publishing opportunities—things that are undoubtedly funny, in a sad, Skymall sort of way. But sometimes the funny sadness goes deeper than that, like the sadness of “unique diamond fish jewelry” for $15,000. And then sometimes you are plunged so deep into these ads, you wish there was a German word, or school of social thought, that could sufficiently describe the experience.

There might not be a German word for the experience, but Dushko’s troubled thoughts on the matter is entertainment enough.

Why you shouldn’t use introductory tours in apps

Luke Wroblewski explains why those overlay introductory “tour” screens you often see in apps is such a bad idea in Designing for real world mobile use:

These issues stem from the fact that introductory tours show up before you ever get a chance to use an application. Most people are eager to jump right in and as a result, they skip reading the manual. The ones that do read haven’t seen the interface yet so they don’t have any sense of where and how the tips they’re learning will apply.

I completely agree, and have written about this before in Best practices for user onboarding on mobile touchscreen applications, where I give three guidelines for app onboarding:

  • Make sure that users have familiarized themselves enough with your app to have the correct mental model before you start teaching them how to use it.
  • Show users only the information they need to take the immediate next step(s) for using the application.
  • Make sure users have a clear link between the information you give them and how to access/use that information in their everyday use of the app.

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