🔗 Postel’s Law

Postel’s Law | Laws of UX Be liberal in what you accept, and conservative in what you send.

December 18, 2024 Âˇ 1 min Âˇ 18 words

🔗 Laws of UX

Home | Laws of UX Laws of UX is a collection of best practices that designers can consider when building user interfaces. Aesthetic-Usability Effect Chunking Cognitive Bias Cognitive Load Doherty Threshold Fitts’s Law Flow Goal-Gradient Effect Hick’s Law Jakob’s Law Law of Common Region Law of Proximity Law of Prägnanz Law of Similarity Law of Uniform Connectedness Mental Model Miller’s Law Occam’s Razor Paradox of the Active User Pareto Principle Parkinson’s Law Peak-End Rule Postel’s Law Selective Attention Serial Position Effect Tesler’s Law Von Restorff Effect Working Memory Zeigarnik Effect

December 18, 2024 Âˇ 1 min Âˇ 90 words

🔗 How to Write Error Messages

A good error message has three parts: The problem – explains that an error has happened; The cause – explains what caused the problem; The solution – explains how to overcome the problem. After you ensure your message contains all these three parts, its time to review it. You need to edit it to ensure it: Is user centred – avoid jargon and words your audience will have an hard time understanding; Is direct – as William Strunk said, “Put statements in positive form....

August 7, 2015 Âˇ 1 min Âˇ 111 words

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The way to mitigate these unintended effects is to replace Personas with models that enable cohesive stories. These models are called Characters . What would make sense for the brain is a believable story which explains that purchase. This is what we can use Characters for. A Character is someone who: Has anxieties & motivations. Experiences purchase-progress events. Encounters purchase-progress situations. (via Replacing Personas With Characters — Medium )

August 13, 2014 Âˇ 1 min Âˇ 69 words

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“UI design starts with words.” (via How Do You Design Interaction? | Smashing Magazine )

July 28, 2014 Âˇ 1 min Âˇ 15 words

🔗 inessential: Error Messages

There is, however, old wisdom — perhaps from an earlier version of the Mac HIG — that says how to create error messages: they should be of the form “Can’t x because of y.” They may optionally include additional detail and/or recovery steps. “Can’t x because of y. Something is true. Try a thing.” A similar form is this: “Noun can’t x because y.” (As in “‘Downloaded.app’ can’t be opened because it is from an unidentified developer....

June 9, 2014 Âˇ 1 min Âˇ 116 words
Examples of a sketch, wireframe and mockup, side by side

💭 UI/UX design artefacts

Compare and contrast different design artefacts (sketch, wireframe, mockup, and prototype) in terms of their fidelity, speed, cost and use cases.

March 27, 2014 Âˇ 1 min Âˇ 134 words

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(via Why It’s Important to Sketch Before You Wireframe – UX Movement ) Where by “Code” you should really read “Prototype”.

March 27, 2014 Âˇ 1 min Âˇ 21 words

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sketchplanations: Mobile is snorkelling. Desktop is diving. Metaphors for interface design from Rachel Hinman via Mobile First .

March 26, 2014 Âˇ 1 min Âˇ 18 words

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uxdtoday: “When you don’t consider UX /UI in design: These pencils were withdrawn from US schools” – @raju

March 26, 2014 Âˇ 1 min Âˇ 18 words