<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/">
  <channel><title>ui | Hugo Ferreira</title>
    <link>https://hugo.ferreira.cc/tags/ui/</link>
    <description>Recent content in Ui by Hugo Ferreira</description>
    <image>
      <title>ui | Hugo Ferreira</title>
      <url>https://hugo.ferreira.cc/hf-bw.jpg</url>
      <link>https://hugo.ferreira.cc/tags/ui/</link>
    </image>
    <generator>Hugo -- 0.124.1</generator>
    <language>en</language>
    <copyright>2000–2024 by Hugo Ferreira · CC BY 4.0</copyright>
    <lastBuildDate>Mon, 13 Jan 2025 10:06:04 +0000</lastBuildDate>
    <atom:link href="https://hugo.ferreira.cc/tags/ui/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>🔗 Atomic Design by Brad Frost</title>
      <link>https://hugo.ferreira.cc/atomicdesign/</link>
      <pubDate>Mon, 13 Jan 2025 10:06:04 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/atomicdesign/</guid>
      <description>Atomic Design by Brad Frost
Atomic Design details all that goes into creating and maintaining robust design systems, allowing you to roll out higher quality, more consistent UIs faster than ever before. This book introduces a methodology for thinking of our UIs as thoughtful hierarchies, discusses the qualities of effective pattern libraries, and showcases techniques to transform your team&amp;rsquo;s design and development workflow.
Designing Systems
Create design systems, not pages Atomic Design Methodology Atoms, molecules, organisms, templates, and pages Tools of the Trade Pattern Lab and the qualities of effective style guides The Atomic Workflow People, process, and making design systems happen Maintaining Design Systems Making design systems stand the test of time </description>
      <content:encoded><![CDATA[<p><a href="https://atomicdesign.bradfrost.com/">Atomic Design by Brad Frost</a></p>
<blockquote>
<p><em>Atomic Design</em> details all that goes into creating and maintaining robust design systems, allowing you to roll out higher quality, more consistent UIs faster than ever before. This book introduces a methodology for thinking of our UIs as thoughtful hierarchies, discusses the qualities of effective pattern libraries, and showcases techniques to transform your team&rsquo;s design and development workflow.</p>
</blockquote>
<hr>
<blockquote>
<ol>
<li><a href="https://atomicdesign.bradfrost.com/chapter-1"><strong>Designing Systems</strong></a><br>
Create design systems, not pages</li>
<li><a href="https://atomicdesign.bradfrost.com/chapter-2"><strong>Atomic Design Methodology</strong></a>
Atoms, molecules, organisms, templates, and pages</li>
<li><a href="https://atomicdesign.bradfrost.com/chapter-3"><strong>Tools of the Trade</strong></a>
Pattern Lab and the qualities of effective style guides</li>
<li><a href="https://atomicdesign.bradfrost.com/chapter-4"><strong>The Atomic Workflow</strong></a>
People, process, and making design systems happen</li>
<li><a href="https://atomicdesign.bradfrost.com/chapter-5"><strong>Maintaining Design Systems</strong></a>
Making design systems stand the test of time</li>
</ol>
</blockquote>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 Backlog size is inversely proportional to how often you talk to customers</title>
      <link>https://hugo.ferreira.cc/backlogs-vs-customers/</link>
      <pubDate>Wed, 24 Jan 2024 20:42:48 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/backlogs-vs-customers/</guid>
      <description>Backlog size is inversely proportional to how often you talk to customers
As with anything, these are not absolute truths but born out of my experience.
Replace planning time with talking to customers Reduce time spent on UI design; focus on technical component design instead How you think people use your app is different than how they use it Implement account spoofing Page one real estate is critical to a seamless experience Your customer is your most important marketer MVPs are pointless if you’re not going to iterate on them There is no point to having a large backlog because the bigger the backlog, the higher the unvalidated assumptions, and the lower the chance that it creates any customer value.</description>
      <content:encoded><![CDATA[<p><a href="https://bitbytebit.substack.com/p/the-size-of-your-backlog-is-inversely">Backlog size is inversely proportional to how often you talk to customers</a></p>
<blockquote>
<p>As with anything, these are not absolute truths but born out of my experience.</p>
</blockquote>
<ul>
<li>Replace planning time with talking to customers</li>
<li>Reduce time spent on UI design; focus on technical component design instead</li>
<li>How you think people use your app is different than how they use it</li>
<li>Implement account spoofing</li>
<li>Page one real estate is critical to a seamless experience</li>
<li>Your customer is your most important marketer</li>
<li>MVPs are pointless if you’re not going to iterate on them</li>
</ul>
<hr>
<blockquote>
<p>There is no point to having a large backlog because the bigger the backlog, the higher the unvalidated assumptions, and the lower the chance that it creates any customer value.</p>
</blockquote>
<hr>
<blockquote>
<p>A product’s capacity to implement UI customer feedback is more important than a product’s initial UI, yet we tend to focus far too much on the latter with heavy design up front. Small components and low-level reusability are key in UIs that are easy to change.</p>
<p>Keeping technical debt low allows you to make the changes your customers need you to make. <em>Speed is a function of technical debt.</em></p>
</blockquote>
<hr>
<blockquote>
<p>An MVP is enough of a feature that can tell me:</p>
<ul>
<li>Does this have enough customer value to continue investing in?</li>
<li>What about the technical implementation needs to be improved if we want to scale this feature?</li>
<li>Does this feature make a dent in our key goals, or is it a distraction?</li>
</ul>
<p>These questions cannot be answered without shipping something to production. I could plan and strategize for months on end and get no closer to answering them. They have to be in production in front of users, and “release one” is rarely ever the final state.</p>
</blockquote>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/ui-design-starts-with-words-via-how-do-you/</link>
      <pubDate>Mon, 28 Jul 2014 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/ui-design-starts-with-words-via-how-do-you/</guid>
      <description>&amp;ldquo;UI design starts with words.&amp;rdquo;
(via How Do You Design Interaction? | Smashing Magazine )</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/ui-design-starts-with-words-via-how-do-you/attachment/104/"
rel="attachment"><img
src="tumblr_n9g0rxbp551qz82meo1_500-150x150.jpg"
width="150" height="150" /></a></figure>
<blockquote>
<p>&ldquo;UI design starts with words.&rdquo;</p>
</blockquote>
<p>(via <a href="http://www.smashingmagazine.com/2014/07/21/how-do-you-design-interaction/">How Do You Design Interaction?  |  Smashing
Magazine</a>
)</p>
]]></content:encoded>
    </item>
    <item>
      <title>💭 UI/UX design artefacts</title>
      <link>https://hugo.ferreira.cc/design-artefacts/</link>
      <pubDate>Thu, 27 Mar 2014 22:16:32 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/design-artefacts/</guid>
      <description>Compare and contrast different design artefacts (sketch, wireframe, mockup, and prototype) in terms of their fidelity, speed, cost and use cases.</description>
        
        
        <enclosure url="https://hugo.ferreira.cc/design-artefacts/sketch-wireframe-mockup-prototype.png" length="1255198" type="image/png" />
      <content:encoded><![CDATA[<p>Because this seems to keep popping up in my discussions from time to time:</p>
<table>
<thead>
<tr>
<th>Artefacts</th>
<th>Fidelity</th>
<th>Speed</th>
<th>Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td>Sketch</td>
<td>➖➖ <em>very low</em></td>
<td>➕➕ <em>very fast</em></td>
<td>💲 <em>cheap</em></td>
</tr>
<tr>
<td>Wireframe</td>
<td>➖ <em>low</em></td>
<td>➕ <em>fast</em></td>
<td>💲💲 <em>low</em></td>
</tr>
<tr>
<td>Mockup</td>
<td>➕ <em>medium</em></td>
<td>➖ <em>slow</em></td>
<td>💲💲💲 <em>high</em></td>
</tr>
<tr>
<td>Prototype</td>
<td>➕➕ <em>high</em></td>
<td>➖➖ <em>very slow</em></td>
<td>💲💲💲💲 <em>expensive</em></td>
</tr>
</tbody>
</table>
<hr>
<p><strong>Sketch</strong> — pen &amp; paper rough drawings</p>
<ul>
<li>Quick brainstorm of <em>ideias</em></li>
<li>Easy communication of purpose</li>
</ul>
<p><strong>Wireframe</strong> — black &amp; grey representation</p>
<ul>
<li>Use: quick communication of <em>interactions</em></li>
<li>Documenting the interface;</li>
</ul>
<p><strong>Mockup</strong> — static coloured visualisation</p>
<ul>
<li>Gather rough feedback and buy-in from stakeholders</li>
</ul>
<p><strong>Prototype</strong> — real interactive implementation</p>
<ul>
<li>User testing in a scenario close to reality</li>
<li>Possibly reusable into the product</li>
</ul>
<hr>
<p>See also,</p>
<ul>
<li><a href="http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/">Why It&rsquo;s Important to Sketch Before You Wireframe</a></li>
<li><a href="http://designmodo.com/wireframing-prototyping-mockuping/">Wireframing, Prototyping, Mockuping - What&rsquo;s the Difference?</a></li>
<li><a href="https://www.alphalogicinc.com/blog/sketch-vs-wireframe-vs-mockup-vs-prototype/">Wireframe vs Mockup vs Prototype - What&rsquo;s the Difference?</a></li>
</ul>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/via-why-its-important-to-sketch-before-you/</link>
      <pubDate>Thu, 27 Mar 2014 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/via-why-its-important-to-sketch-before-you/</guid>
      <description>(via Why It&amp;rsquo;s Important to Sketch Before You Wireframe &amp;ndash; UX Movement )
Where by &amp;ldquo;Code&amp;rdquo; you should really read &amp;ldquo;Prototype&amp;rdquo;.</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/via-why-its-important-to-sketch-before-you/attachment/140/"
rel="attachment"><img
src="tumblr_n34480QMkv1qz82meo1_1280-150x114.png"
width="150" height="114" /></a></figure>
<p>(via <a href="http://uxmovement.com/wireframes/why-its-important-to-sketch-before-you-wireframe/">Why It&rsquo;s Important to Sketch Before You Wireframe &ndash; UX
Movement</a>
)</p>
<p>Where by &ldquo;Code&rdquo; you should really read &ldquo;Prototype&rdquo;.</p>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/at-realmac-we-went-this-route-with-ember-but-we/</link>
      <pubDate>Sun, 16 Mar 2014 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/at-realmac-we-went-this-route-with-ember-but-we/</guid>
      <description>At Realmac we went this route with Ember, but we built in a slight twist. We try and guide the customer so they can get help or make a feature request rather than leaving a review on the App Store that we can&amp;rsquo;t respond to. If they are unhappy or confused we want to know about it and help them, if they are happy they can let us know and perhaps more importantly leave a review.</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/at-realmac-we-went-this-route-with-ember-but-we/attachment/159/"
rel="attachment"><img
src="tumblr_n2ixwiOlcw1qz82meo1_1280-150x150.png"
width="150" height="150" /></a></figure>
<blockquote>
<p>At Realmac we went this route with Ember, but we built in a slight
twist. We try and guide the customer so they can get help or make a
feature request rather than leaving a review on the App Store that we
can&rsquo;t respond to. If they are unhappy or confused we want to know
about it and help them, if they are happy they can let us know and
perhaps more importantly leave a review.</p>
</blockquote>
<p>(via <a href="http://dancounsell.com/articles/prompting-for-app-reviews">Dan Counsell &ndash; Prompting for app
reviews</a> )</p>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 Origins of Common UI Symbols</title>
      <link>https://hugo.ferreira.cc/origins-of-common-ui-symbols/</link>
      <pubDate>Thu, 16 Jan 2014 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/origins-of-common-ui-symbols/</guid>
      <description>Origins of Common UI Symbols
They are road signs for your daily rituals &amp;mdash; the instantly recognized symbols and icons you press, click and ogle countless times a day when you interact with your computer. But how much do you know about their origins?
Power Command Bluetooth USB Play Pause Sleep At FireWire SBBOD (spinning beach ball of death) Ethernet See also The Secret Histories of Those @#$%ing Computer Symbols | Wired.</description>
      <content:encoded><![CDATA[<p><a href="https://readymag.com/shuffle/ui-symbols/">Origins of Common UI Symbols</a></p>
<blockquote>
<p>They are road signs for your daily rituals &mdash; the instantly
recognized symbols and icons you press, click and ogle countless times
a day when you interact with your computer. But how much do you know
about their origins?</p>
<ul>
<li><a href="https://readymag.com/shuffle/ui-symbols/2/">Power</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/3/">Command</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/4/">Bluetooth</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/5/">USB</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/6/">Play</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/7/">Pause</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/8/">Sleep</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/9/">At</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/10/">FireWire</a></li>
<li><a href="https://readymag.com/shuffle/ui-symbols/11/">SBBOD</a> (spinning
beach ball of death)</li>
<li><a href="https://readymag.com/shuffle/ui-symbols/12/">Ethernet</a></li>
</ul>
</blockquote>
<p>See also <a href="http://www.wired.com/gadgetlab/2010/08/computer-symbols-history/all/">The Secret Histories of Those @#$%ing Computer Symbols  |
Wired.com</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 The Highlight --- Best of 2013: UI Animations --- Beautiful Pixels</title>
      <link>https://hugo.ferreira.cc/the-highlight-best-of-2013-ui-animations/</link>
      <pubDate>Fri, 10 Jan 2014 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/the-highlight-best-of-2013-ui-animations/</guid>
      <description>The Highlight &amp;mdash; Best of 2013: UI Animations &amp;mdash; Beautiful Pixels
This year too, we&amp;rsquo;ve selected some fantastic apps in our list of The Highlight &amp;mdash; UI Animations .
See also for 2012 .</description>
      <content:encoded><![CDATA[<p><a href="https://beautifulpixels.com/highlight/ui-animations-in-apps/">The Highlight &mdash; Best of 2013: UI Animations &mdash; Beautiful
Pixels</a></p>
<blockquote>
<p>This year too, we&rsquo;ve selected some fantastic apps in our list of <strong>The
Highlight &mdash; UI Animations</strong> .</p>
</blockquote>
<p>See also for
<a href="https://beautifulpixels.com/iphone/best-of-2012-ui-animations/">2012</a> .</p>
]]></content:encoded>
    </item>
    <item>
      <title>📺 The User is Drunk</title>
      <link>https://hugo.ferreira.cc/the-user-is-drunk-by-squareweave-blurry/</link>
      <pubDate>Fri, 22 Nov 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/the-user-is-drunk-by-squareweave-blurry/</guid>
      <description>The User is Drunk (by squareweave )
Blurry vision Attention-poor (Guide them) Say it twice Emotional (Do over the shoulder testing) Drunk, not dumb ( Source: https://www.youtube.com/ )</description>
      <content:encoded><![CDATA[<p>The User is Drunk (by <a href="http://www.youtube.com/watch?v=r2CbbBLVaPk">squareweave</a> )</p>
<blockquote>
<ul>
<li>Blurry vision</li>
<li>Attention-poor <em>(Guide them)</em></li>
<li>Say it twice</li>
<li>Emotional <em>(Do over the shoulder testing)</em></li>
<li>Drunk, not dumb</li>
</ul>
</blockquote>
<p>( Source: <a href="https://www.youtube.com/">https://www.youtube.com/</a> )</p>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/this-tool-was-born-from-the-daily-toil-of-finding/</link>
      <pubDate>Wed, 06 Nov 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/this-tool-was-born-from-the-daily-toil-of-finding/</guid>
      <description>This tool was born from the daily toil of finding sample avatars for UI mockups
(via User Inter Faces )</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/this-tool-was-born-from-the-daily-toil-of-finding/attachment/331/"
rel="attachment"><img
src="tumblr_mvurc6DVfX1qz82meo1_1280-150x150.png"
width="150" height="150" /></a></figure>
<blockquote>
<p>This tool was born from the daily toil of finding sample avatars for
UI mockups</p>
</blockquote>
<p>(via <a href="http://uifaces.com/">User Inter Faces</a> )</p>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 CAPPTIVATE.co</title>
      <link>https://hugo.ferreira.cc/capptivateco/</link>
      <pubDate>Fri, 18 Oct 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/capptivateco/</guid>
      <description>CAPPTIVATE.co
Capptivate.co captures fleeting transitions between app screens and delightful animated UI elements that we&amp;rsquo;ll otherwise lose forever as apps and operating systems continue to evolve.
Categories:
Basic Motion Fade Grow or Shrink Motion Path Move or Slide Point At Spin or Rotate Camera Focus or Blur Frame Parallax Rotate Around or Sweep Zoom Simulations Align to Motion Attract or Repel Bounce Collide Ease Drift Gravity Orbit Around Spring Vortex </description>
      <content:encoded><![CDATA[<p><a href="http://capptivate.co/">CAPPTIVATE.co</a></p>
<blockquote>
<p><a href="http://capptivate.co/">Capptivate.co</a> captures fleeting transitions
between app screens and delightful animated UI elements that we&rsquo;ll
otherwise lose forever as apps and operating systems continue to
evolve.</p>
</blockquote>
<p>Categories:</p>
<blockquote>
<ul>
<li><a href="http://capptivate.co/category/basic-motion/">Basic Motion</a>
<ul>
<li><a href="http://capptivate.co/category/basic-motion/fade/">Fade</a></li>
<li><a href="http://capptivate.co/category/basic-motion/grow-or-shrink-basic-motion/">Grow or
Shrink</a></li>
<li><a href="http://capptivate.co/category/basic-motion/motion-path/">Motion
Path</a></li>
<li><a href="http://capptivate.co/category/basic-motion/move-or-slide/">Move or
Slide</a></li>
<li><a href="http://capptivate.co/category/basic-motion/point-at/">Point
At</a></li>
<li><a href="http://capptivate.co/category/basic-motion/spin-or-rotate/">Spin or
Rotate</a></li>
</ul>
</li>
<li><a href="http://capptivate.co/category/camera/">Camera</a>
<ul>
<li><a href="http://capptivate.co/category/camera/focus-or-blur/">Focus or
Blur</a></li>
<li><a href="http://capptivate.co/category/camera/frame/">Frame</a></li>
<li><a href="http://capptivate.co/category/camera/parallax-camera/">Parallax</a></li>
<li><a href="http://capptivate.co/category/camera/rotate-around-or-sweep/">Rotate Around or
Sweep</a></li>
<li><a href="http://capptivate.co/category/camera/zoom/">Zoom</a></li>
</ul>
</li>
<li><a href="http://capptivate.co/category/simulations/">Simulations</a>
<ul>
<li><a href="http://capptivate.co/category/simulations/align-to-motion/">Align to
Motion</a></li>
<li><a href="http://capptivate.co/category/simulations/attract-or-repel/">Attract or
Repel</a></li>
<li><a href="http://capptivate.co/category/simulations/bounce/">Bounce</a></li>
<li><a href="http://capptivate.co/category/simulations/collide/">Collide</a></li>
<li><a href="http://capptivate.co/category/simulations/ease/">Ease</a></li>
<li><a href="http://capptivate.co/category/simulations/drift/">Drift</a></li>
<li><a href="http://capptivate.co/category/simulations/gravity/">Gravity</a></li>
<li><a href="http://capptivate.co/category/simulations/orbit-around/">Orbit
Around</a></li>
<li><a href="http://capptivate.co/category/simulations/spring/">Spring</a></li>
<li><a href="http://capptivate.co/category/simulations/vortex/">Vortex</a></li>
</ul>
</li>
</ul>
</blockquote>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/why-hollow-icons-are-more-work-for-your-users-and/</link>
      <pubDate>Tue, 27 Aug 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/why-hollow-icons-are-more-work-for-your-users-and/</guid>
      <description>Why hollow icons are more work for your users and ultimately create cognitive fatigue.
(via Hollow Icons &amp;mdash; Design/UX &amp;mdash; Medium )</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/why-hollow-icons-are-more-work-for-your-users-and/attachment/399/"
rel="attachment"><img
src="tumblr_ms79f5A14a1qz82meo1_400-150x150.gif"
width="150" height="150" /></a></figure>
<blockquote>
<p>Why hollow icons are more work for your users and ultimately create cognitive fatigue.</p>
</blockquote>
<p>(via <a href="https://medium.com/design-ux/a93647e5a44b">Hollow Icons &mdash; Design/UX &mdash;
Medium</a> )</p>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 Progressive Reduction</title>
      <link>https://hugo.ferreira.cc/progressive-reduction/</link>
      <pubDate>Thu, 01 Aug 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/progressive-reduction/</guid>
      <description>layervault:
I&amp;rsquo;m very excited to talk about a technique that we&amp;rsquo;ve started using at LayerVault. We call it Progressive Reduction.
(&amp;hellip;)
How does one guide a new user from on-boarding, to low proficiency, to high proficiency? With progressive reduction, the UI adapts to the user&amp;rsquo;s proficiency.
(&amp;hellip;)
Your proficiency in a product will decay over time without usage. As such, the proficiency reflected in the UI decays over time. Essentially, your UI regresses without usage.</description>
      <content:encoded><![CDATA[<p><a href="http://layervault.tumblr.com/post/42361566927/progressive-reduction">layervault</a>:</p>
<blockquote>
<p><img loading="lazy" src="http://media.tumblr.com/ec07f6c1212424041fccebb56f41bfd2/tumblr_inline_mhq3w5lmTV1qz4rgp.png" alt=""  />
</p>
<p>I&rsquo;m very excited to talk about a technique that we&rsquo;ve started using at
LayerVault. We call it Progressive Reduction.</p>
<p>(&hellip;)</p>
<p>How does one guide a new user from on-boarding, to low proficiency, to
high proficiency? With progressive reduction, the UI adapts to the
user&rsquo;s proficiency.</p>
<p>(&hellip;)</p>
<p>Your proficiency in a product will decay over time without usage. As
such, the proficiency reflected in the UI decays over time.
Essentially, your UI regresses without usage.</p>
<p><a href="http://layervault.tumblr.com/post/42361566927/progressive-reduction">Read
More</a></p>
</blockquote>
]]></content:encoded>
    </item>
    <item>
      <title>🏞 (image)</title>
      <link>https://hugo.ferreira.cc/a-good-user-interface-has-high-conversion-rates/</link>
      <pubDate>Tue, 02 Jul 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/a-good-user-interface-has-high-conversion-rates/</guid>
      <description>A Good User Interface has high conversion rates and is easy to use . In other words, it&amp;rsquo;s nice to both the business side as well as the people using it. Here is a running list of practical ideas to try out.
(via GoodUI )</description>
      <content:encoded><![CDATA[<figure>
<a
href="https://hugo.ferreira.cc/a-good-user-interface-has-high-conversion-rates/attachment/454/"
rel="attachment"><img
src="tumblr_mpc16ilQrj1qz82meo1_1280-150x150.png"
width="150" height="150" /></a></figure>
<blockquote>
<p>A <strong>Good User Interface</strong> has <strong>high conversion rates</strong> and is <strong>easy
to use</strong> . In other words, it&rsquo;s nice to both the business side as well
as the people using it. Here is a running list of practical ideas to
try out.</p>
</blockquote>
<p>(via <a href="http://goodui.org/">GoodUI</a> )</p>
]]></content:encoded>
    </item>
    <item>
      <title>🔗 Starters Guide to iOS Design</title>
      <link>https://hugo.ferreira.cc/starters-guide-to-ios-design-3/</link>
      <pubDate>Tue, 28 May 2013 07:07:28 +0000</pubDate>
      <guid>https://hugo.ferreira.cc/starters-guide-to-ios-design-3/</guid>
      <description>Starters Guide to iOS Design
(&amp;hellip;) I find that many designers struggle with the transition to UI work, or with the different processes involved in iPhone and iPad app design. In this guide I&amp;rsquo;ll describe the deliverables you&amp;rsquo;ll be expected to produce, outline the constraints of the medium and introduce fundamental iOS and UI design concepts.</description>
      <content:encoded><![CDATA[<p><a href="http://taybenlor.com/2013/05/21/designing-for-ios.html?utm_source=buffer&amp;utm_medium=twitter&amp;utm_campaign=Buffer&amp;utm_content=buffer262af">Starters Guide to iOS
Design</a></p>
<blockquote>
<p>(&hellip;) I find that many designers struggle with the transition to UI
work, or with the different processes involved in iPhone and iPad app
design. In this guide I&rsquo;ll describe the deliverables you&rsquo;ll be
expected to produce, outline the constraints of the medium and
introduce fundamental iOS and UI design concepts.</p>
</blockquote>
]]></content:encoded>
    </item>
  </channel>
</rss>
