🔗 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 · 1 min · 111 words

🏞 (image)

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 · 1 min · 69 words

🏞 (image)

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

July 28, 2014 · 1 min · 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 · 1 min · 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 · 1 min · 134 words

🏞 (image)

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

March 27, 2014 · 1 min · 21 words

🏞 (image)

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

March 26, 2014 · 1 min · 18 words

🏞 (image)

uxdtoday: “When you don’t consider UX /UI in design: These pencils were withdrawn from US schools” – @raju

March 26, 2014 · 1 min · 18 words

🏞 (image)

userexperiencehub: Design Process Diagram by Todd Warfel

March 18, 2014 · 1 min · 7 words

🏞 (image)

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’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....

March 16, 2014 · 1 min · 85 words