1. ⁘  ⁘  ⁘
  2. ⁘  ⁘  ⁘
  3. Abo, Akinori 9
  4. aesthetics 19
  5. agile 30
  6. Albers, Josef 17
  7. Alexander, Christopher 135
  8. Alexander, Scott 5
  9. Allsopp, John 4
  10. Ammer, Ralph 6
  11. Anderson, Gretchen 7
  12. anxiety 9
  13. Appleton, Maggie 5
  14. Aptekar-Cassels, Wesley 5
  15. Arango, Jorge 4
  16. architecture 110
  17. art 86
  18. Asimov, Isaac 5
  19. attention 17
  20. Auping, Michael 6
  21. Aurelius, Marcus 14
  22. Bachelard, Gaston 12
  23. Baker, Nicholson 10
  24. beauty 58
  25. Behrensmeyer, Anna K. 7
  26. Bjarnason, Baldur 8
  27. Blake, William 5
  28. blogging 22
  29. body 11
  30. Boeing, Geoff 7
  31. boredom 9
  32. Botton, Alain de 38
  33. Brand, Stewart 4
  34. Bringhurst, Robert 16
  35. Brooks, Frederick P. 22
  36. Broskoski, Charles 6
  37. brutalism 7
  38. building 16
  39. bureaucracy 12
  40. Burnham, Bo 9
  41. business 15
  42. Byron, Lord 14
  43. Cagan, Marty 8
  44. Calvino, Italo 21
  45. Camus, Albert 13
  46. care 6
  47. Carruth, Shane 15
  48. Cegłowski, Maciej 6
  49. Cervantes, Miguel de 7
  50. chance 11
  51. change 16
  52. Chiang, Ted 4
  53. childhood 6
  54. Chimero, Frank 17
  55. choice 8
  56. cities 51
  57. Clark, Robin 3
  58. Cleary, Thomas 8
  59. Cleary, J.C. 8
  60. code 20
  61. collaboration 18
  62. collections 31
  63. color 23
  64. commonplace 11
  65. communication 31
  66. community 7
  67. complexity 11
  68. connection 24
  69. constraints 25
  70. construction 9
  71. content 9
  72. Corbusier, Le 13
  73. Coyier, Chris 4
  74. craft 66
  75. creativity 59
  76. crime 9
  77. Critchlow, Tom 5
  78. critique 10
  79. Cross, Nigel 12
  80. Cross, Anita Clayburn 10
  81. css 11
  82. culture 13
  83. curiosity 11
  84. cycles 7
  85. Danielewski, Mark Z. 4
  86. darkness 28
  87. Darwin, Will 10
  88. data 8
  89. death 38
  90. Debord, Guy 6
  91. decisions 10
  92. design 131
  93. details 31
  94. Dickinson, Emily 9
  95. Dieste, Eladio 4
  96. discovery 9
  97. doors 7
  98. Dorn, Brandon 11
  99. drawing 23
  100. Drucker, Peter F. 15
  101. Duany, Andres 18
  102. Eatock, Daniel 4
  103. economics 13
  104. efficiency 7
  105. Eisenman, Peter 8
  106. Eliot, T.S. 14
  107. emotion 8
  108. ending 14
  109. engineering 11
  110. Eno, Brian 4
  111. ethics 14
  112. euphony 38
  113. Evans, Benedict 4
  114. evolution 9
  115. experience 14
  116. farming 8
  117. fashion 11
  118. features 25
  119. feedback 6
  120. flaws 10
  121. Flexner, Abraham 8
  122. food 16
  123. form 19
  124. Fowler, Martin 4
  125. Franklin, Ursula M. 30
  126. friendship 6
  127. fun 7
  128. function 31
  129. games 13
  130. gardens 26
  131. Garfield, Emily 4
  132. Garfunkel, Art 6
  133. geography 8
  134. geometry 18
  135. goals 9
  136. Gombrich, E. H. 4
  137. goodness 12
  138. Graham, Paul 37
  139. graphics 13
  140. Greene, Erick 6
  141. Hamming, Richard 45
  142. happiness 17
  143. Harford, Tim 4
  144. Harper, Thomas J. 15
  145. Hayes, Brian 28
  146. heat 7
  147. Heinrich, Bernd 7
  148. Herbert, Frank 4
  149. Heschong, Lisa 27
  150. Hesse, Herman 6
  151. history 13
  152. Hoffman, Yoel 10
  153. Hofstadter, Douglas 6
  154. home 15
  155. Hoy, Amy 4
  156. Hoyt, Ben 5
  157. html 11
  158. Hudlow, Gandalf 4
  159. humanity 16
  160. humor 6
  161. Huxley, Aldous 7
  162. hypermedia 22
  163. i 18
  164. ideas 21
  165. identity 33
  166. images 10
  167. industry 9
  168. information 42
  169. infrastructure 17
  170. innovation 15
  171. interaction 10
  172. interest 10
  173. interfaces 37
  174. intuition 8
  175. invention 10
  176. Irwin, Robert 65
  177. Isaacson, Walter 28
  178. Ishikawa, Sara 33
  179. iteration 13
  180. Ive, Jonathan 6
  181. Jackson, Steven J. 14
  182. Jacobs, Jane 54
  183. Jacobs, Alan 5
  184. Jobs, Steve 20
  185. Jones, Nick 5
  186. Kahn, Louis 4
  187. Kakuzō, Okakura 23
  188. Kaufman, Kenn 4
  189. Keith, Jeremy 6
  190. Keller, Jenny 10
  191. Keqin, Yuanwu 8
  192. Ketheswaran, Pirijan 6
  193. Kingdon, Jonathan 5
  194. Kitching, Roger 7
  195. Klein, Laura 4
  196. Kleon, Austin 13
  197. Klinkenborg, Verlyn 24
  198. Klyn, Dan 20
  199. knowledge 29
  200. Kohlstedt, Kurt 12
  201. Kramer, Karen L. 10
  202. Krishna, Golden 10
  203. Kuma, Kengo 18
  204. language 20
  205. learning 30
  206. life 59
  207. light 31
  208. loneliness 12
  209. love 26
  210. Lovell, Sophie 16
  211. Lupton, Ellen 11
  212. Luu, Dan 8
  213. Lynch, Kevin 12
  214. MacIver, David R. 8
  215. MacWright, Tom 5
  216. Magnus, Margaret 12
  217. making 77
  218. management 14
  219. Manaugh, Geoff 27
  220. Markson, David 16
  221. Mars, Roman 13
  222. material 39
  223. math 16
  224. McCarter, Robert 21
  225. meaning 33
  226. media 16
  227. melancholy 52
  228. memory 29
  229. metaphor 10
  230. metrics 19
  231. microsites 49
  232. Miller, J. Abbott 10
  233. Mills, C. Wright 9
  234. minimalism 10
  235. Miyazaki, Hayao 30
  236. Mod, Craig 15
  237. modularity 6
  238. Mollison, Bill 31
  239. morality 8
  240. Murakami, Haruki 21
  241. music 16
  242. Müller, Boris 7
  243. Naka, Toshiharu 8
  244. names 11
  245. Naskrecki, Piotr 5
  246. nature 51
  247. networks 15
  248. Neustadter, Scott 3
  249. Noessel, Christopher 7
  250. notetaking 35
  251. novelty 11
  252. objects 16
  253. order 10
  254. ornament 9
  255. Orwell, George 7
  256. Ott, Matthias 4
  257. ownership 6
  258. Pallasmaa, Juhani 41
  259. Palmer, John 8
  260. patterns 11
  261. Patton, James L. 9
  262. Pawson, John 21
  263. perception 22
  264. perfection 7
  265. performance 17
  266. Perrine, John D. 9
  267. Petroski, Henry 24
  268. philosophy 6
  269. photography 20
  270. physics 6
  271. Pinker, Steven 8
  272. place 14
  273. planning 15
  274. Plater-Zyberk, Elizabeth 18
  275. poetry 13
  276. politics 9
  277. Pollan, Michael 6
  278. practice 10
  279. problems 31
  280. process 22
  281. production 7
  282. productivity 12
  283. products 21
  284. programming 9
  285. progress 16
  286. Pye, David 42
  287. quality 26
  288. questions 8
  289. Radić, Smiljan 20
  290. Rams, Dieter 16
  291. Rao, Venkatesh 14
  292. reading 16
  293. reality 13
  294. Reichenstein, Oliver 5
  295. religion 11
  296. Rendle, Robin 12
  297. repair 28
  298. research 17
  299. Reveal, James L. 4
  300. Richards, Melanie 3
  301. Richie, Donald 10
  302. Rougeux, Nicholas 4
  303. Rowe, Peter G. 10
  304. Rupert, Dave 4
  305. Ruskin, John 5
  306. Satyal, Parimal 9
  307. Saval, Nikil 13
  308. Sayers, Dorothy 32
  309. Schaller, George B. 7
  310. Schwulst, Laurel 5
  311. science 17
  312. seeing 36
  313. Sennett, Richard 45
  314. senses 11
  315. Seuss, Dr. 14
  316. Shakespeare, William 4
  317. Shorin, Toby 8
  318. silence 9
  319. Silverstein, Murray 33
  320. Simms, Matthew 19
  321. Simon, Paul 6
  322. simplicity 14
  323. Singer, Ryan 12
  324. skill 17
  325. Sloan, Robin 5
  326. Smith, Cyril Stanley 29
  327. Smith, Justin E. H. 6
  328. Smith, Rach 4
  329. socializing 7
  330. society 23
  331. software 68
  332. solitude 12
  333. Somers, James 8
  334. Sorkin, Michael 56
  335. sound 14
  336. space 20
  337. Speck, Jeff 18
  338. spirit 10
  339. streets 10
  340. structure 13
  341. Strunk, William 15
  342. Ström, Matthew 13
  343. style 30
  344. Sun, Chuánqí 15
  345. symbols 12
  346. systems 18
  347. Sōetsu, Yanagi 34
  348. Sōseki, Natsume 8
  349. Tanaka, Tomoyuki 9
  350. Tanizaki, Jun'ichirō 15
  351. taste 10
  352. Taylor, Dorian 16
  353. teaching 21
  354. teamwork 17
  355. technology 41
  356. texture 7
  357. thinking 31
  358. Thoreau, Henry David 8
  359. time 54
  360. Tolkien, J.R.R. 6
  361. tools 32
  362. touch 8
  363. transportation 16
  364. Trombley, Nick 44
  365. truth 15
  366. Tufte, Edward 31
  367. Turrell, James 6
  368. typography 25
  369. understanding 32
  370. urbanism 68
  371. ux 100
  372. Victor, Bret 9
  373. Viollet-le-Duc, Eugène 4
  374. vision 7
  375. visualization 34
  376. Voltaire 4
  377. wabi-sabi 8
  378. walking 23
  379. Wallace, David Foster 33
  380. Wang, Shawn 6
  381. war 7
  382. waste 12
  383. Watterson, Bill 4
  384. Webb, Matt 14
  385. Webb, Marc 3
  386. Weber, Michael H. 3
  387. Wechler, Lawrence 37
  388. whimsy 11
  389. White, E.B. 15
  390. Wirth, Niklaus 6
  391. wisdom 20
  392. Wittgenstein, Ludwig 7
  393. Woolf, Virginia 11
  394. words 35
  395. work 81
  396. writing 55
  397. Wurman, Richard Saul 18
  398. www 88
  399. Yamada, Kōun 5
  400. Yamashita, Yuhki 4
  401. Yudkowsky, Eliezer 17
  402. zen 38
  403. ⁘  ⁘  ⁘
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User Experience

Close
  • You and your user are one

    In the case of the seeming egalitarianism and beneficence of the voice from the cloud that says “You Are Not Your User,” what I hear in that voice is the ringing of a cash register, and the creaking of the crank on the side of a box that software development efforts disappear into, and that money comes out of.

    A mechanism that would seize up instantly if some still small voice were to propose the opposite of what the thunder says: that you and your user are one.

    Dan Klyn, Sermon for WIAD Bristol 2021
    understandinggroup.com
    1. ​​My job is simply to design gadgets that I like​​
    2. ​​Reversibility of perspectives​​
    • ux
    • software
  • Observe data collection at the moment of measurement

    See, observe, learn how data are collected at moment and place of measurement. "You never learn more about a process than when you directly observe how data are actually measured," said Cuthbert Daniel, a superb applied statistician. See with fresh eyes. Walk around what you want to learn about. Talk to those who do measurements. See how numbers came to be.

    Do those measuring know the desired answer? Are those measuring skilled, alert, honest, biased, incompetent, sloppy, tired and emotional?...Artifacts and errors in measurements measured? How are outliers adjudicated?

    Edward Tufte, Seeing With Fresh Eyes
    • ux
    • measurement
  • When engineers refuse to leave well enough alone

    In a column entitled "March of the Engineers," the humorist and social critic Russell Baker lamented the complexity and sophistication of his office's new telephone system...Baker closed his column by defining the new telephone system as "another bleak example of the horrors created when engineers refuse to leave well enough alone."

    In The Design of Everyday Things, Donald Norman wrote that "new telephone systems have proven to be another excellent example of incomprehensible design."

    Henry Petroski, The Evolution of Useful Things
    1. ​​The Design of Everyday Things​​
    • ux
    • features
  • Most advanced yet acceptable

    There is an apparent reluctance among consumers to accept designs that are too radically different from what they claim to supersede, for when, for when familiar things are redesigned too dramatically the function they perform can be less than obvious and thus possibly suspect. Loewy summarized the phenomenon by using the acronym MAYA, standing for "most advanced yet acceptable."

    Henry Petroski, The Evolution of Useful Things
    • ux
    • progress
  • Customers will confer a favor on us

    A leaflet printed in March, 1906, tacitly confessed to many difficulties. The instructions for applying the fastener were wordy and complicated. The sponsors of C-curity betrayed their own lack of security by stating: "Customers will confer a favor on us by reporting any difficulty in applying fastener, in which case we will send more detailed instructions." The "instructions for using" were not merely wordy but worried.

    Henry Petroski, The Evolution of Useful Things
    • ux
  • This is UX

    When you hire someone to generate UI, you won’t get new, innovative solutions. You’ll get more UI, not better UX.

    This is UI:

    Navigation, sub navigation, menus, drop-downs, buttons, links, windows, rounded corners, shadowing, error messages, alerts, updates, checkboxes, password fields, text inputs, radio selections, text areas, hover states, selection states, pressed states, tooltips, banner ads, embedded videos, swipe animations, scrolling, clicking, iconography, colors, lists, slideshows, alt text, badges, notifications, gradients, pop-ups, carousels, OK.cancel, etc. etc. etc.

    This is UX:

    People, happiness, solving problems, understanding needs, love, efficiency, entertainment, pleasure, delight, smiles, soul, warmth, personality, joy, satisfaction, gratification, elation, exhilaration, bliss, euphoria, convenience, enchantment, magic, productivity, effectiveness, etc. etc. etc.

    Golden Krishna, The Best Interface is No Interface
    • ux
    • collections
  • Post-occupancy evaluation

    Post-occupancy evaluation (POE) is a practice in the building industry where an architect would visit the building after its occupancy and interview its residents. It sounds like a great opportunity for collecting feedback and learning from mistakes, but it’s rarely practiced. Why?

    Many awe-inspiring, prize-winning architectures are half building, half sculpture. Often made of specially molded concrete and steel, they are extremely expensive to alter, let alone any alteration would also attack the architect’s prestige and pride. So whatever usability issues the POE identifies will remain as issues, unless the architect wants to accept the public criticism and shame that comes with the remodeling.

    In fear of criticism, an architect would turn down the opportunity for POE, and continue to design the same roof that would leak water in future projects.

    In fear of criticism, a developer would use customer service representatives as a shield against user complaints, while focusing on the “technical” aspect of things.

    In fear of criticism, a designer would close the contract as soon as the client accepts the design, even though none of the real users are represented by the client.

    Chuánqí Sun, Don’t Be an Ostrich
    • architecture
    • ux
  • Essential vs. nice to have

    Customers have trouble distinguishing between essential features and those that are just "nice to have." Examples of the latter class: those arbitrarily overlapping windows suggested by the uncritically but widely adopted desktop metaphor; and fancy icons decorating the screen display, such as antique mailboxes and garbage cans that are further enhanced by the visible movement of selected items toward their ultimate destination. These details are cute but not essential, and they have a hidden cost.

    /

    Increased complexity results in large part from our recent penchant for friendly user interaction. I've already mentioned windows and icons; color, gray-scales, shadows, pop-ups, pictures, and all kinds of gadgets can easily be added.

    Niklaus Wirth, A Plea for Lean Software
    1. ​​Menus, Metaphors and Materials: Milestones of User Interface Design​​
    2. ​​littlebigdetails​​
    • interfaces
    • ux
  • Good for the next man

    Lou Kahn said that a house is only good if it's good for "the next man."

    He knew that the likelihood of its spaces and places continuing to be loved after "the first man" has come and gone requires the kinds of attention to detail you'd have to be paying if the next man and the next-next man were embraced as stakeholders from the onset.

    Dan Klyn, Ruins, Rub-outs, and Trash
    understandinggroup.com
    • ux
    • details
  • What the problem is

    Sometimes the problem is to discover what the problem is.

    Gordon Clegg, The Design of Design (Cambridge Engineering Series)
    1. ​​The heart of systems engineering​​
    2. ​​Complete and consistent requirements​​
    • problems
    • design
    • ux
  • You've got to do this with love

    Third, you’ve got to do this with love. You’ll need to take a radically different approach to supporting and partnering with customers to help them adjust to new and better ways of working.

    Dear Microsoft
    • care
    • ux
  • The notion of a thermal optimum persists

    There is an underlying assumption that the best thermal environment never needs to be noticed, and that once an objectively "comfortable" thermal environment has been provided, all of our thermal needs will have been met. The use of all of our extremely sophisticated environmental control systems is directed to this one end—to produce standard comfort zone conditions.

    Lisa Heschong, Thermal Delight in Architecture
    • heat
    • comfort
    • environment
    • ux
  • Finish designing as close to the end of a sprint as possible

    Image from matthewstrom.com on 2020-09-10 at 1.48.03 PM.jpeg

    The traditional process of delivering design, vs. delivering design just in time.

    Designers are often working at least one sprint ahead of engineers. While one sprint might not seem like much of a lag, a typical product team learns a lot after the design hand-off. ...Instead of working ahead, we should finish designing as close to the end of a sprint as possible: just-in-time design.

    Matthew Ström, Just-in-time Design
    • agile
    • ux
  • I'm sorry, I love engineers

    People are afraid to let design have time to actually figure out the right thing to make, because "whatever will the engineers do?" – fuck you, there's plenty for the engineers to do. Go fix some technical debt. Go fix those 700 bugs that you de-prioritized or marked as won't fix because you're an asshole.

    I'm sorry, I love engineers. I don't know why I'm yelling at them. But you know, there's plenty for the engineers to do. There's all sorts of cleanup. They can work on dev-ops stuff! They can work on their build process! Make it faster! I'm not worried about keeping the engineers busy. If you think that the only thing that engineers can do is build yet another stupid feature that nobody is going to use, then you're a garbage designer and you should quit.

    ...Happy 2020 everybody!

    Laura Klein & Kate Rutter, Problems With Agile UX
    • engineering
    • ux
    • features
    • repair
  • Places, services, techniques

    It is not enough for administrators in most fields to understand specific services and techniques. They must understand, and understand thoroughly, specific places.

    Jane Jacobs, The Death and Life of Great American Cities
    • ux
  • 205. Structure Follows Social Spaces

    Problem

    No building ever feels right to the people in it unless the physical spaces (defined by columns, walls, and ceilings) are congruent with the social spaces (defined by activities and human groups).

    Solution

    A first principle of construction: on no account allow the engineering to dictate the building’s form. Place the load bearing elements—the columns and the walls and floors—according to the social space of the building; never modify the social spaces to conform to the engineering structure of the building.

    Christopher Alexander, Murray Silverstein & Sara Ishikawa, A Pattern Language
    1. ​​Form follows function​​
    • ux
    • function
  • The curse of knowledge

    The better you know something, the less you remember about how hard it was to learn.

    The curse of knowledge is the single best explanation I know of why good people write bad prose. It simply doesn’t occur to the writer that her readers don’t know what she knows - that they haven’t mastered the patois of her guild, can’t divine the missing steps that seem too obvious to mention, have no way to visualize a scene that to her is as clear as day. And so she doesn’t bother to explain the jargon, or spell out the logic, or supply the necessary detail.

    Steven Pinker, The Sense of Style
    1. ​​Such tortuous syntax​​
    • knowledge
    • teaching
    • ux
  • The quality of the day

    It is something to be able to paint a particular picture, or to carve a statue, and so to make a few objects beautiful; but it is far more glorious to carve and paint the very atmosphere and medium through which we look, which morally we can do. To affect the quality of the day, that is the highest of arts.

    Henry David Thoreau, Walden
    1. ​​Suburban Nation​​
    • ux
    • art
    • morality
    • beauty
  • Feature factories

    We use the term feature factory as a pejorative to designate companies addicted to adding features, while accumulating incalculable so-called technical debt. This situation is driven by management for the convenience of marketing, and I am skeptical that a more faithful application of Agile principles will correct it. Indeed, I suspect Agile processes are constitutionally vulnerable to this kind of compromise.

    The presence of a feature can only indicate to a user if a goal is possible, behavior will determine how painful it will be to achieve it.

    Dorian Taylor, Agile as Trauma
    • ux
  • Architectural sequences

    Noted designer and architectural theorist Bernard Tschumi would call the predictable repetition of events inside an architectural space a sequence: a linear series of actions and behaviors that are at least partially determined by the design of the space itself.

    Geoff Manaugh, A Burglar's Guide to the City
    1. ​​Architectural screenplays​​
    • architecture
    • behavior
    • ux
  • The observer effect

    In biology, when researchers want to observe animals in their natural habitat, it is paramount that they find a way to do so without disturbing those animals. Otherwise, the behavior they see is unlikely to be natural, because most animals (including humans) change their behavior when they are being observed.

    Farnam Street
    fs.blog
    1. ​​The Spoken and the Unspoken​​
    • ux
    • ethnography
  • Seeing and feeling

    Learning to design is, first of all, learning to see. Designers see more, and more precisely. This is a blessing and a curse—once we have learned to see design, both good and bad, we cannot un-see. The downside is that the more you learn to see, the more you lose your “common” eye, the eye you design for. This can be frustrating for us designers when we work for a customer with a bad eye and strong opinions. But this is no justification for designer arrogance or eye-rolling. Part of our job is to make the invisible visible, to clearly express what we see, feel and do. You can’t expect to sell what you can’t explain.

    This is why excellent designers do not just develop a sharper eye. They try to keep their ability to see things as a customer would. You need a design eye to design, and a non-designer eye to feel what you designed.

    Oliver Reichenstein, Learning to See
    1. ​​For one who can see​​
    • seeing
    • design
    • ux
  • Anthropological rapport

    Accurately capturing how people spend their time is contingent not only on systematic data collection, but also on participants moving in a relaxed and normal manner through their daily activities. Just as primatologists habituate their subjects to their presence, anthropologists first must develop rapport and trust with the communities in which they live.

    Karen L. Kramer, The Spoken and the Unspoken
    • ux
  • What is unspoken

    Ethnographic studies are distinct from ethological research in other species because we can speak with our subjects and ask them questions. This has tremendous value, but much of what humans do is not spoken, and we also observe, count, and measure.

    Karen L. Kramer, The Spoken and the Unspoken
    • research
    • ux
  • The source of delight

    Design doesn’t need to be delightful for it to work, but that’s like saying food doesn’t need to be tasty to keep us alive. The pedigree of great design isn’t solely based on aesthetics or utility, but also the sensation it creates when it is seen or used. It’s a bit like food: plating a dish adds beauty to the experience, but the testament to the quality of the cooking is in its taste. It’s the same for design, in that the source of a delightful experience comes from the design’s use.

    Frank Chimero, The Shape of Design
    • ux
  • Cardinal sin

    Indifference towards people and the reality in which they live is actually the one and only cardinal sin in design.

    The duty of industrial design is first and foremost to users and the users are, generally, human beings, with all their complexities, habits, ideas and idiosyncrasies.

    Sophie Lovell & Dieter Rams, Dieter Rams: As Little Design as Possible
    • ux
    • humanity
    • design
  • The limits of language

    The question of human limits was posed to Diderot the moment he, as it were, rose from his armchair. His method for finding out how people worked was, like a modern anthropologist, to ask them:

    We addressed ourselves to the most skilled workers in Paris and the kingdom at large. We took the trouble to visit their workshops, to interrogate them, to write under dictation from them, to follow out their ideas, to define, to identify the terms peculiar to their profession.

    The research soon ran into difficulty, because much of the knowledge craftsmen possess is tacit knowledge—people know how to do something but they cannot put what they know into words. Diderot remarked of his investigations: "Among a thousand one will be lucky to find a dozen who are capable of explaining the tools or machinery they use, and the things they produce with any clarity."

    What we can say in words may be more limited than what we can do with things. Language is not an adequate 'mirror-tool' for the physical movements of the human body.

    Richard Sennett, The Craftsman
    • ux
  • Equidistance

    Once, in the Rijksmuseum, I brought in new speakers for my phonograph. What the directions told me to do was make certain that the two speakers were equidistant from each other.
    One certainly had to wonder what the person who wrote the instructions could have believed he meant by that.

    David Markson, Wittgenstein's Mistress
    • ux
  • The most seamless and wonderful way

    I believe our job as designers is to give you what you need as quickly and elegantly as we can. Our job as designers is to take you away from technology. Our job as designers is to make you smile. To make a profit by providing you something that enhances your life in the most seamless and wonderful way possible.

    Golden Krishna, The Best Interface is No Interface
    • technology
    • ux
  • Speaking people

    Surely those who oversee and guide municipal transportation systems ought to use public transit during their work days. Why not put a clause to that effect in their job description or contract?

    Requiring those whose work has a major impact on people's lives to experience some of the impact is really not too much ask. It means that they speak "people" rather than French, Cree, or Spanish.

    Ursula M. Franklin, The Real World of Technology
    • transportation
    • ux
  • Hopes and dreams

    The very first thing we did was spend two weeks just talking to different teachers and students, to get a feeling for their hopes and dreams. These talks were one-on-one and often lasted about an hour, for any one interview, during which we asked questions, talked, probed, explored dreams of an ideal campus, and tried to understand each person's deepest visions as a teacher, or as a student. We asked people about their longings, and their practical needs. We asked them to close their eyes and imagine themselves walking about in the most wonderful campus they could imagine.

    Christopher Alexander, The Battle for the Life and Beauty of the Earth
    • ux
  • Eggs, Easter and poached

    When a site is done with care and excitement you can tell. You feel it as you visit, the hum of intention. The craft, the cohesiveness, the attention to detail is obvious. And in turn, you meet them halfway. These are the sites with the low bounce rates, the best engagement metrics, the ones where they get questions like “can I contribute?” No gimmicks needed.

    What if you don’t have the time? Of course, we all have to get things over the line. Perhaps a challenge: what small thing can you incorporate that someone might notice? Can you start with a single detail? I didn’t start with a poached egg in my breakfast, one day I made a goofy scrambled one. It went on from there. Can you challenge yourself to learn one small new technique? Can you outsource one graphic? Can you introduce a tiny easter egg? Say something just a little differently from the typical corporate lingo?

    Sarah Drasner, In Defense of a Fussy Website
    css-tricks.com
    • www
    • details
    • ux
  • It can also be art

    It is worth remembering a website does not have to be a product; it can also be art. The web is also a creative and cultural space that need not confine itself to the conventions defined by commercial product design and marketing.

    Parimal Satyal, Rediscovering the Small Web
    • www
    • art
    • ux
  • A fly in the spider's web

    We're very good at talking about immersive experiences, personalized content, growth hacking, responsive strategy, user centered design, social media activation, retargeting, CMS and user experience. But behind all this jargon lurks the uncomfortable idea that we might be accomplices in the destruction of a platform that was meant to empower and bring people together; the possibility that we are instead building a machine that surveils, subverts, manipulates, overwhelms and exploits people.

    It all comes down a simple but very dangerous shift: the major websites of today's web are not built for the visitor, but as means of using her. Our visitor has become a data point, a customer profile, a potential lead — a proverbial fly in the spider's web. In the guise of user-centered design, we're building an increasingly user-hostile web.

    Parimal Satyal, Against an Increasingly User-Hostile Web
    • ux
    • privacy
  • Want, need, afford

    1. What the client wants.
    2. What the client thinks it wants.
    3. What the client needs.
    4. What the client can afford.
    5. What the planet can afford.
    Michael Sorkin, Two Hundred Fifty Things an Architect Should Know
    • ux
  • The Design of Everyday Things

    A Book by Don Norman
    1. ​​When engineers refuse to leave well enough alone​​
    • ux
    • design
    • objects
  • The vanishing designer

    An Article by Chuánqí Sun
    uxdesign.cc

    Visionary designers have lost their conceptual integrity to an industrial complex optimized for consensus, predictability, and short-term business gain. The rise of customer-obsession mantra and data-driven culture cultivated a generation of designers who only take risk-free and success-guaranteed steps towards the inevitable local maxima of design monotony.

    1. ​​The same, the same, the same​​
    2. ​​Design as an engineering problem​​
    3. ​​The heat death of design​​
    4. ​​Design with courage​​
    • ux
    • monotony
    • craft

    This essay is so good I basically had to quote the whole thing.

  • Against an Increasingly User-Hostile Web

    An Article by Parimal Satyal
    neustadt.fr

    We are quietly replacing an open web that connects and empowers with one that restricts and commoditizes people. We need to stop it.

    1. ​​A fly in the spider's web​​
    2. ​​If you run a website​​
    3. ​​I chose out​​
    4. ​​What do we want the web to be?​​
    1. ​​The Rise Of User-Hostile Software​​
    • www
    • technology
    • ux
  • The Nature of Product

    An Article by Marty Cagan
    www.svpg.com

    Too many product managers and product designers want to spend all their time in problem discovery, and not get their hands dirty in solution discovery – the whole nonsense of “product managers are responsible for the what and not the how.”

    1. ​​On Greatness​​
    2. ​​One Of Us​​
    • ux
    • products
    • problems
    • design

    See also: "UI is not UX!" designers.

  • Undoing the Toxic Dogmatism of Digital Design

    An Essay by Lisa Angela
    lisa-angela-fftv.medium.com
    1. Design educators and industry leaders have never reached a consensus about what comprises a “good enough” foundational education for digital design.
    2. We do not properly retire methods (or ways of conducting them) that have been shown to be ineffective.
    3. Design team seniority levels are meaningless.
    4. We’ve collectively lost the safety (and subsequently the desire) to explore and fail.
    5. We afford well-known design leaders too much power to dictate how design is discussed and conducted.
    6. We have no ethical standards.
    7. Inclusive design and accessibility are afterthoughts — both in design education and in practice.
    1. ​​Design Discourse is in a State of Arrested Development​​
    2. ​​Waking up from the dream of UX​​
    3. ​​Sermon for WIAD Bristol 2021​​
    4. ​​On Design Thinking​​
    • ethics
    • ux
    • software

    I don't agree with all of these points, but the main message of the article is important and worth remembering. Khoi Vinh's linked article expresses a similar unease with our industry.

  • Was Design Thinking Designed Not to Work?

    An Article by Debbie Levitt
    rbefored.com

    Design thinking sells a fantasy. It sells you the fantasy that with some guidelines, templates, and sticky notes, you can do what IDEO does just like how they do it.

    …if it were true that design thinking lets you do what the best designers do, IDEO could put themselves out of business. If they were really selling you the absolute guide on how they solve problems, innovate, and design, you wouldn’t need IDEO. Their idea to save their business from a slump hypothetically cannibalizes their business…Unless they knew that it wouldn’t.

    1. ​​On Design Thinking​​
    • design
    • ux
  • On Design Thinking

    An Essay by Maggie Gram
    www.nplusonemag.com

    Design means something even broader now. Sometime around World War II, it came to mean making things that “solve problems.” With the influence of mid-century global social movements and the rise of digital technology, it began to mean making things that are “human-centered.” And as of recently, design doesn’t have to involve making things at all. It can just mean a way of thinking.

    Of all these developments, the idea of design as a broadly applicable way of thinking—the idea of “design thinking”—may end up being the most influential…At Stanford’s d.school, as cofounder Robert Sutton has said, “design thinking” is often treated “more like a religion than a set of practices for sparking creativity.”

    1. ​​Was Design Thinking Designed Not to Work?​​
    2. ​​Undoing the Toxic Dogmatism of Digital Design​​
    3. ​​Sermon for WIAD Bristol 2021​​
    • design
    • ux
  • An incoherent rant about design systems

    An Article by Robin Rendle
    www.robinrendle.com

    No matter how fancy your Figma file is or how beautiful and lovingly well organized that Storybook documentation is; the front-end is always your source of truth. You can hate it as much as you like—all those weird buttons, variables, inaccessible form inputs—but that right there is your design system.

    ...being honest about this is the first step to fixing it.

    • ux
    • code
  • Spatial Interfaces

    An Essay by John Palmer
    darkblueheaven.com

    Software applications can utilize spatial interfaces to afford users powerful ways of thinking and interacting. Though often associated with gaming, spatial interfaces can be useful in any kind of software, even in less obvious domains like productivity tools or work applications. We will see spatial interfaces move into all verticals, starting with game-like interfaces for all kinds of social use-cases.

    1. ​​There is no app that replicates a deck of cards​​
    2. ​​Humans are spatial creatures​​
    3. ​​Web trails​​
    1. ​​Makespace.fun​​
    2. ​​Nototo​​
    3. ​​Spatial Software​​
    4. ​​Spatial Web Browsing​​
    • interfaces
    • dimension
    • ux
  • Spreadsheet Portfolios for UX Designers

    An Article by Erica Heinz
    ericaheinz.com
    Image from ericaheinz.com on 2020-09-22 at 11.07.08 AM.png

    The “case study?” column was the whole point of the spreadsheet — identifying which projects I still needed to write up for my portfolio — but at this point I looked at the sheet, and thought “This is honestly a better overview of the work I do than any ‘portfolio’ I’ve seen”.

    So I tweeted a screenshot, joking/trolling that it WAS my portfolio (I didn’t include any winks or notes that I was still planning a “real” portfolio), but people didn’t respond with the lulz I expected — they got the idea, or took it at face value and said they were going to do their portfolio this way too!

    1. ​​My Anti-Resumé​​
    • ux
    • work
    • whimsy
  • When users never use the features they asked for

    An Article by Austin Z. Henley
    web.eecs.utk.edu
    Image from web.eecs.utk.edu on 2021-12-06 at 8.23.38 PM.png

    We deployed our tool. Almost no one used it.

    The handful that did use it, used it once or twice and barely interacted with it. After a few days, zero people were using it.

    Why did they tell me they wanted these features?

    • features
    • ux
    • research
  • The case against heatmaps

    An Article by Oliver Palmer
    www.oliverpalmer.com
    Image from www.oliverpalmer.com on 2021-11-17 at 1.53.57 PM.png

    Visualised aggregations of click activity are a low effort, low signal waste of time and best avoided in favour of actual research.

    • ux
    • metrics
  • Two kinds of usability

    An Article by Ryan Singer
    world.hey.com

    I divide usability problems into two kinds:

    1. Perceptual: "They couldn't figure out what to do next", "they couldn't find the feature", "they didn't know they could click that button..." etc.
    2. Domain-specific: "We need a way to jump back here because in their workflow this happens..."

    In general, usability testing only catches type 1 perceptual problems. Because in those tests you take people out of the real world and assign them tasks. Usability testing doesn't catch domain-specific problems because they only come up in real life use.

    • ux
    • ethnography
  • How I experience the web today

    A Website
    how-i-experience-web-today.com
    Screenshot of how-i-experience-web-today.com on 2021-08-24 at 7.30.50 PM.png
    1. ​​User Inyerface​​
    • ux
    • www
    • microsites
  • Locus. (Appwalls)

    An Article by Ethan Marcotte
    ethanmarcotte.com
    Image from ethanmarcotte.com on 2021-09-29 at 11.36.20 AM.jpeg

    I’ve noticed a recent trend on the web — or at least, on the parts of it I’ve visited. Maybe you’ve noticed it too.

    Here’s what happens: you’re on a website, and one of these little prompts pops up...[to] let you know that there’s an app, and that the website you’re on...well, it’s not quite the app, is it?

    ...Sometimes, the website wants me to install the app — no, it needs me to install the app. It’s like a paywall, but for apps. An appwall.

    In recent years, these prompts have gotten more prominent, and occasionally impassable. And I think that trend’s interesting. Why would a company promote a native app over their perfectly usable website?

    It feels like a glimpse into that company’s design priorities. And it’s possibly providing us with insight into the business value they place on the open web — a medium that’s meant to be accessible everywhere, on any screen, on any device.

    And it really does feel like these glimpses are becoming more common.

    • www
    • ux
  • In ways you didn't anticipate

    A Quote by Patrick Hebron
    www.noemamag.com

    I always have a hard time wrapping my mind around some of the classic user questions: What is this thing for, is it for novices or professionals, etc? I do my best to avoid these questions, because the best thing you can possibly accomplish as the maker of a tool is to build something that gets used in ways you didn’t anticipate. If you’re building a tool that gets used in exactly the ways that you wrote out on paper, you shot very low. You did something literal and obvious.

    1. ​​All sorts of ways to use the machine​​
    2. ​​Hacking is the opposite of marketing​​
    3. ​​Stretching the product​​
    4. ​​This tactile form of doodling​​
    • tools
    • surprise
    • ux
  • The Rise Of User-Hostile Software

    An Essay by Den Delimarsky
    den.dev
    Image from den.dev on 2021-09-17 at 8.19.44 PM.png

    We are truly living in an era of user-hostile software, and when I say “user-hostile” I mean it as “software that doesn’t really care about the needs of the user but rather about the needs of the developer.”

    I personally do not know anyone who asked for an online account requirement before they can use a keyboard; however, some product lead somewhere decided that it’s important to better “understand the customer” and “maximize marketing reach” through some weekly “Hey, we have a new keyboard!” newsletter.

    1. ​​Against an Increasingly User-Hostile Web​​
    • software
    • ux
  • When Customer Journeys Don’t Work: Arcs, Loops, & Terrain

    An Article by Stephen P. Anderson
    stephenanderson.medium.com

    Thinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:

    • Approach the design of a system as the design of these as small but significant moments of learning.
    • Consider the many ways these loops might be sequenced, with the exact order being less important.
    • ux
    • systems
    • feedback
    • games
  • Minimum Awesome Product

    An Article by Carlos Beneyto
    theuxblog.com
    Image from theuxblog.com on 2021-02-23 at 10.26.25 AM.png

    Users are accustomed to a minimum of quality, and they expect that of all new products.

    If our product does not [meet basic expectations of quality], people will automatically believe that it is a bad product and they will not take it seriously. It is not what they expect.

    Hence my suggestion that the MVP has died and the MAP: Minimum Awesome Product was born.

    1. ​​Understanding the Kano Model​​
    2. ​​Don't Serve Burnt Pizza​​
    3. ​​What happens to user experience in a minimum viable product?​​
    • quality
    • ux
    • features
    • software
  • Domain-specific vs. Domain-independent UX

    An Article by Ryan Singer
    m.signalvnoise.com

    Domain specific UX means understanding how the supply should fit the demand considering a specific situation and use case.

    On the other hand, many aspects of UX don’t require knowledge about a particular situation. They‘re based on the common constraints of human sense faculties, memory and cognition or the net of ergonomic factors around the device and the setting where it’s used. These domain independent elements of the UX are important too.

    Domain independent UX should absolutely pervade the organization. It belongs to the general skill and knowledge of each supplier at their link in the chain. It’s part of learning to be a good designer, programmer, marketer, salesperson etc.

    • ux
    • design
    • context
  • What happens to user experience in a minimum viable product?

    An Article by Ryan Singer
    signalvnoise.com
    Screenshot of signalvnoise.com on 2021-09-05 at 1.22.31 PM.png

    "Feature complexity is like surface area and quality of execution is like height. I want a base level of quality execution across all features. Whenever I commit to building or expanding a feature, I'm committing to a baseline of effort on the user experience."

    There’s a distinction to make: The set of features you choose to build is one thing. The level you choose to execute at is another. You can decide whether or not to include a feature like ‘reset password’. But if you decide to do it, you should live up to a basic standard of execution on the experience side.

    Features can be different sizes with more or less complexity, but quality of experience should be constant across all features. That constant quality of experience is what gives your customers trust. It demonstrates to them that whatever you build, you build well.

    1. ​​Minimum Awesome Product​​
    • quality
    • products
    • features
    • ux
  • What UI really is (and how UX confuses matters)

    An Article by Ryan Singer
    rjs.medium.com

    People mix the terms UI and UX together. UX is tricky because it doesn’t refer to any one thing. Interface design, visual styling, code performance, uptime, and feature set all contribute to the user’s “experience.” Books on UX further complicate matters by including research methods and development methodologies. All of this makes the field confusing for people who want to understand the fundamentals.

    That’s why I avoid teaching the term ’UX.’ It means too many things to too many different people. Instead I focus on individual skills. Once you understand the individual skills, you can assemble them into a composite system without blurring them together. For software design, the core skill among all user-facing concerns is user interface design.

    • ux
    • interfaces
  • 136 things every web developer should know before they burn out and turn to landscape painting or nude modelling

    An Article by Baldur Bjarnason
    www.baldurbjarnason.com
    1. The best way to improve software UX is regular direct observation, by everybody on the team, of the work done.
    2. Have some personality.
    3. Minimalism is garbage.
    4. Metaphors are fantastic.
    5. Naming things is fantastic.
    6. Try to write HTML that would make sense and be usable without the CSS.
    7. The buyer is quite often wrong. That fact never changes their mind.
    8. Working on a functioning app’s codebase does more to increase its quality than adding features.
    9. A good manager will debate you, and that’s awesome.
    10. The term ‘project’ is a poor metaphor for the horticultural activity that is software development.
    1. ​​Two Hundred Fifty Things an Architect Should Know​​
    • www
    • work
    • ux
    • collections
  • Why we need to stop over-complicating UX

    An Article by Hugo Froes
    uxdesign.cc

    Many have become so focused on the process and methodologies that they’ve forgotten the fundamentals of why we started focusing on the user and what we hope to achieve with that focus.

    • process
    • ux
  • Fast Path to a Great UX – Increased Exposure Hours

    An Article by Jared Spool
    articles.uie.com

    As we’ve been researching what design teams need to do to create great user experiences, we’ve stumbled across an interesting finding. It’s the closest thing we’ve found to a silver bullet when it comes to reliably improving the designs teams produce.

    The solution? Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team’s designs or the team’s competitor’s designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces.

    • ux
    • research
    • metrics

    An important caveat:

    Each team member has to be exposed directly to the users themselves. Teams that have dedicated user research professionals, who watch the users, then in turn, report the results through documents or videos, don’t deliver the same benefits. It’s from the direct exposure to the users that we see the improvements in the design.

  • Metrics have a strange hold on the imagination

    A Fragment by Shawn Wang
    www.swyx.io

    Once in place, metrics have a strange hold on the imagination: I've seriously had a CTO carelessly reject my genuine idea out of hand because "it doesn't help OKRs", the same OKRs we previously agreed should not describe all that we do.

    I agree with Amir Shevat that we should "do the right things over the easy to measure things."

    • metrics
    • ux
  • How would you feel if you could no longer use the product?

    An Article
    review.firstround.com

    The product/market fit definitions I had found were vivid and compelling, but they were lagging indicators — by the time investment bankers are staking out your house, you already have product/market fit. Instead, Ellis had found a leading indicator: just ask users “how would you feel if you could no longer use the product?” and measure the percent who answer “very disappointed.”

    • ux
    • metrics
  • User Inyerface

    A Website
    userinyerface.com
    Screenshot of userinyerface.com on 2021-08-24 at 7.32.15 PM.png

    A worst-practice UI experiment.

    1. ​​How I experience the web today​​
    • interfaces
    • ux
    • microsites
  • Apps Getting Worse

    An Article by Tim Bray
    www.tbray.org

    Too often, a popular consumer app unexpectedly gets worse: Some combination of harder to use, missing features, and slower. At a time in history where software is significantly eating the world, this is nonsensical. It’s also damaging to the lives of the people who depend on these products.

    ...Maybe we ought to start promoting PMs who are willing to stand pat for an occasional release or three. Maybe we ought to fire all the consumer-product PMs. Maybe we ought to start including realistic customer-retraining-cost estimates in our product planning process.

    We need to stop breaking the software people use. Everyone deserves better.

    1. ​​It begins with craft​​
    • ux
    • software
    • products
  • Just-in-time Design

    An Article by Matthew Ström
    matthewstrom.com

    There is a disconnect between product design and product engineering.

    1. ​​Finish designing as close to the end of a sprint as possible​​
    2. ​​Just-in-time manufacturing​​
    1. ​​The Hot Potato Process​​
    • ux
    • process
  • The Nine States of Design

    An Article by Vince Speelman
    medium.com
    1. Nothing
    2. Loading
    3. None
    4. One
    5. Some
    6. Too Many
    7. Incorrect
    8. Correct
    9. Done
    • ux
    • interfaces
  • Against Canvas

    An Article by Alan Jacobs
    ayjay.org

    Even with all the features and plugins, Canvas presumes certain ways of organizing classes that might not be universal, just typical. And if (like me) you’re an atypical user, you have to choose between constantly fighting with the system or gradually doing more and more things the way Canvas wants you to do them. This, by the way, is why it’s never true to say that technologies are neutral and what matters is how you use them: every technology without exception has affordances, certain actions that it makes easy, and other actions that it makes difficult or impossible. A technology whose affordances run contrary to your convictions can rob you of your independence — and any technology deployed on the scale of Canvas will inevitably do that. It will turn every teacher into an obedient Canvas-user. I don’t want to be an obedient Canvas-user.

    • technology
    • learning
    • ux
  • In Praise of Small Menus

    An Article by Rachel Sugar
    www.grubstreet.com

    The best way to experience a restaurant, I have always felt, is by eating exactly what it wants to feed you. I do not want choices. I want the best thing. A restaurant might have five or ten best things, but it cannot have 45. There are many infuriating things about the world, but one of the more fixable is the sensation of acute regret from having ordered wrong. Why are there possibly wrong orders? Recently, I was at a fancy restaurant with great pastas and bad pizzas. So cut the pizzas!

    A kitchen that focuses on its strengths turns out consistently excellent things, even if that results in fewer total things.

    • food
    • ux
    • choice
    • simplicity
  • On Design Engineering: I think I might be a design engineer...

    An Article by Trys Mudford
    www.trysmudford.com

    Design engineering is the name for the discipline that finesses the overlap between design and engineering to speed delivery and idea validation. From prototyping to production-ready code, this function fast-tracks design decisions, mitigates risk, and establishes UI code quality. The design engineer’s work encapsulates the systems, workflows, and technology that empower designers and engineers to collaborate most effectively to optimise product development and innovation.
    — Natalya Shelburne

    • software
    • ux
  • Waking up from the dream of UX

    An Article by Peter Merholz
    www.petermerholz.com

    In no objective sense were things better for UX [in 2010]. Most companies didn’t know it existed. Most who did, drastically underinvested in it. Those who were willing to invest in it were savvy enough to listen to thought leaders, but that was a paltry percentage of the real work to be done.

    What’s happened by 2021 is that UX is not interesting in and of itself anymore. UX is a given. As Joe Lamantia said in a mailing list I’m on, “it’s furniture.” And the challenges and frustrations people are expressing are largely due to this maturation.

    We’re moving from “the dream of UX” to “the reality of UX.”

    1. ​​Why I'm losing faith in UX​​
    2. ​​Undoing the Toxic Dogmatism of Digital Design​​
    • ux
  • Why I'm losing faith in UX

    An Article by Mark Hurst
    creativegood.com
    Image from creativegood.com on 2021-02-04 at 7.45.47 PM.jpeg

    Increasingly, I think UX doesn't live up to its original meaning of "user experience." Instead, much of the discipline today, as it's practiced in Big Tech firms, is better described by a new name.

    UX is now "user exploitation."

    1. ​​Waking up from the dream of UX​​
    • ux
    • business
    • exploitation
    • technology
  • PM and UX Have Markedly Different Views of Their Job Responsibilities

    A Research Paper by Kara Pernice & Raluca Budiu
    www.nngroup.com
    Image from www.nngroup.com on 2021-05-17 at 10.58.27 AM.png

    The graph shows 3 research-related tasks and the percentage of PMs and UXers who agreed on whether PM or UX should be responsible for each.

    A survey of people in user experience and product management shows that these professionals disagree on who should be responsible for many key tasks, like doing discoveries and early design.

    • ux
    • management

    My big takeaway from this article is that UX seems to want everything to be UX's job. To me that sounds exhausting. My guess is that this desire to own everything is born of some fundamental insecurities of UX professionals around the value of our work. That doesn't really concern me – the value of a good design team should speak for itself.

  • Guidebook: Graphical User Interface Gallery

    A Website
    guidebookgallery.org

    Guidebook is a website dedicated to preserving and showcasing Graphical User Interfaces, as well as various materials related to them.

    • ux
    • software
    • interfaces

    Sadly, guidebook has not been updated since 2006, but the site is still alive as of 2020!

  • Don't Serve Burnt Pizza

    A Fragment by Jiaona Zhang
    review.firstround.com

    Say you’re trying to test whether people like pizza. If you serve them burnt pizza, you’re not getting feedback on whether they like pizza. You only know that they don’t like burnt pizza. Similarly, when you’re only relying on the MVP, the fastest and cheapest functional prototype, you risk not actually testing your product, but rather a poor or flawed version of it.

    1. ​​Minimum Awesome Product​​
    • products
    • ux

    One of Zhang's often-used analogies – the Minimum Lovable Product.

  • Site performance is potentially the most important metric

    A Fragment by Kealan Parr
    css-tricks.com

    Site performance is potentially the most important metric. The better the performance, the better chance that users stay on a page, read content, make purchases, or just about whatever they need to do. A 2017 study by Akamai says as much when it found that even a 100ms delay in page load can decrease conversions by 7% and lose 1% of their sales for every 100ms it takes for their site to load which, at the time of the study, was equivalent to $1.6 billion if the site slowed down by just one second.

    • performance
    • ux
    • metrics
  • It's all just geek talk

    A Fragment by Riccardo Mori
    morrick.me

    I’m finding that many people not only have lowered their standards with regard to the user interface, but more and more often when I bring up the subject, they seem to consider it a somewhat secondary aspect, something that’s only good for ‘geek talk’. The same kind of amused reaction laymen have to wine or coffee connoisseurs when they describe flavours and characteristics using specific lingo. Something that makes sense only to wine or coffee geeks but has little to no meaning or impact for the regular person.

    The problem is that if an increasing number of people start viewing user interface design as an afterthought, or something that isn’t fundamental to the design of a product or experience — it’s all just ‘geek talk’ — then there is a reduced incentive to care about it on the part of the maker of the product.

    • interfaces
    • ux
    • taste
  • A Mindful Mobile OS

    An Article by Clo S.
    thistooshallgrow.com

    I read and loved Potential's "iOS 15, Humane" proposition. Published earlier in June by co-founders Welf and Oliver, it tackles how iOS could help us better protect our attention.

    As a designer who cares about and writes about digital wellness, I'm profoundly aligned with their suggestions.

    1. Persuasive design
    2. Disclosure requirement
    3. From infinite feeds to pages
    4. Was this time well spent?
    5. Regret tax
    6. Conditions of use
    • morality
    • ethics
    • ux
    • software
    • design
  • Weighing up UX

    An Article by Jeremy Keith
    adactio.com

    Metrics come up when we’re talking about A/B testing, growth design, and all of the practices that help designers get their seat at the table (to use the well-worn cliché). But while metrics are very useful for measuring design’s benefit to the business, they’re not really cut out for measuring user experience.

    1. ​​Two levels of veto​​
    2. ​​Our obedience to the king​​
    • metrics
    • ux
    • business
    • research
    • ethics
  • Website Response Times

    An Article by Jakob Nielsen
    www.nngroup.com

    Users really care about speed in interaction design...A snappy user experience beats a glamorous one, for the simple reason that people engage more with a site when they can move freely and focus on the content instead of on their endless wait.

    • 0.1 seconds gives the feeling of instantaneous response. This level of responsiveness is essential to support the feeling of direct manipulation.
    • 1 second keeps the user's flow of thought seamless.
    • 10 seconds keeps the user's attention. A 10-second delay will often make users leave a site immediately.
    • ux
    • performance
    • interaction
  • Adding is favoured over subtracting in problem solving

    A Research Paper
    www.nature.com
    Image from www.nature.com on 2021-04-21 at 3.38.51 PM.png

    How would you change this structure so that you could put a masonry brick on top of it without crushing the figurine, bearing in mind that each block added costs 10 cents? If you are like most participants in a study reported by Adams et al. in Nature, you would add pillars to better support the roof. But a simpler (and cheaper) solution would be to remove the existing pillar, and let the roof simply rest on the base.

    A series of problem-solving experiments reveal that people are more likely to consider solutions that add features than solutions that remove them, even when removing features is more efficient.

    • features
    • problems
    • ux
  • Fast Software, the Best Software

    An Essay by Craig Mod
    craigmod.com

    I love fast software. That is, software speedy both in function and interface. Software with minimal to no lag between wanting to activate or manipulate something and the thing happening. Lightness.

    Software that’s speedy usually means it’s focused. Like a good tool, it often means that it’s simple, but that’s not necessarily true. Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance. Fastness in software is like great margins in a book — makes you smile without necessarily knowing why.

    • performance
    • software
    • ux
  • Making sense of MVP

    An Article
    blog.crisp.se
    Image from blog.crisp.se on 2021-04-08 at 3.05.26 PM.jpeg

    Henrik Kniberg:

    The top scenario (delivering a front tire) sucks because we keep delivering stuff that the customer can’t use at all. If you know what you’re doing – your product has very little complexity and risk, perhaps you’ve built that type of thing hundreds of times before – then go ahead and just do big bang. Build the thing and deliver it when done.

    • agile
    • ux
  • Internal design teams and thought leadership

    An Article by Jorge Arango
    jarango.com

    The design industry is an ecosystem. External design teams provide critical functions beyond augmenting internal design resources. Thought leadership — pushing the field’s boundaries — is indeed one of them.

    Many practices and tools we take for granted — journey maps, personas, conceptual frameworks — were pioneered and/or popularized by ‘outies.’ Most of the field’s foundational books and blogs are by people outside ‘client’ organizations.

    This isn’t because internal designers aren’t as clever or dedicated as their external colleagues. (Many ‘innies’ are former ‘outies.’) It’s because internal design roles are structurally misaligned with public thought leadership.

    • design
    • ux
  • Understanding the Kano Model

    An Article by Jared Spool
    articles.uie.com
    Image from articles.uie.com on 2021-02-23 at 10.29.03 AM.png

    The horizontal axis represents the investment the organization makes. As investment increases, the organization spends more resources on improving the quality (remember, Noriaka was a quality guy at heart) or adding new capabilities.

    The vertical dimension represents the satisfaction of the user, moving from an extreme negative of frustration to an extreme positive of delight. (Neutral satisfaction being neither frustrated nor delighted is in the middle of the axis.)

    It’s against the backdrop of these two axes that we see how the Kano Model works. It shows us there are three forces at work, which we can use to predict our users’ satisfaction with the investment we make.

    1. ​​Minimum Awesome Product​​
    • ux
    • features
  • Monkeys testing random designs

    A Tweet by Jared Spool
    twitter.com

    A/B testing is an effective approach to use science to design and deliver deeply-frustrating user experiences.

    A/B testing without upfront research is just random monkeys testing random designs to see which of those designs do “best” against random criteria.

    If drug testing was actually implemented like most A/B tests, you’d give 2 drugs to 2 groups of people and pick the “winner” by whichever group had fewer deaths.

    • ux
    • research

    Shared by Adam Silver as A few notes about A/B testing from Jared Spool.

  • Web History Chapter 6: Web Design

    A Chapter by Jay Hoffmann
    css-tricks.com

    After the first websites demonstrate the commercial and aesthetic potential of the web, the media industry floods the web with a surge of new content. Amateur webzines — which define and voice and tone unique to the web — are soon joined by traditional publishers. By the mid to late 90’s, most major companies will have a website, and the popularity of the web will begin to explore. Search engines emerge as one solution to cataloging the expanding universe of websites, but even they struggle to keep up. Brands soon begin to look for a way to stand out.

    1. ​​A Dao of Web Design​​
    • www
    • ux
    • interfaces
    • design
  • A Dao of Web Design

    An Essay by John Allsopp
    alistapart.com

    What I sense is a real tension between the web as we know it, and the web as it would be. It’s the tension between an existing medium, the printed page, and its child, the web. And it’s time to really understand the relationship between the parent and the child, and to let the child go its own way in the world.

    1. ​​Conventions of a medium​​
    2. ​​To abandon control​​
    3. ​​The journey begins by letting go​​
    1. ​​Web History Chapter 6: Web Design​​
    • www
    • ux
    • accessibility
    • design

    John Allsopp's essay is one of the seminal works in the history of the web. He asks us to embrace fluidity, adaptability, and change within this new medium.

  • Usability is not the most important thing on earth

    A Quote by Joel Spolsky
    www.joelonsoftware.com

    Jakob Nielsen says that Flash is “99% bad.” I have to agree. Flash always reduces usability.

    On the other hand, every time I read Jakob Nielsen, I get this feeling that he really doesn’t appreciate that usability is not the most important thing on earth. Sure, usability is important (I wrote a whole book about it). But it is simply not everyone’s number one priority, nor should it be. You get the feeling that if Mr Nielsen designed a singles bar, it would be well lit, clean, with giant menus printed in Arial 14 point, and you’d never have to wait to get a drink. But nobody would go there, they would all be at Coyote Ugly Saloon pouring beer on each other.

    1. ​​Web Brutalism, seamfulness, and notion​​
    • ux
  • What happens next?

    An Article by Laura Klein
    www.usersknow.com

    When you create an interaction for a product, you have to design more than what it looks like. You even have to design more than what happens during the interaction. You have to design what happens after the initial user interaction. And then you have to keep going.

    • design
    • ux
  • Makespace.fun

    An Application
    makespace.fun

    In today’s software, live video feeds are stuck inside static rectangles that can’t go anywhere. MakeSpace flips all that on its head. Your cursor is your live face, and you can roam free, controlling who and what you want to be close to.

    1. ​​Spatial Interfaces​​
    • details
    • ux
    • communication
    • sound
    • space

    "If a tree falls in MakeSpace, you'll hear it… and know where it fell. That's because sound is spatial here — you can hear where voices and sounds are coming from. And if you need a quiet moment, simply step away."

    Pssssst: Use Caps Lock to broadcast your voice at full volume across the entire Space. For moments when you need everyone's attention.

  • Unobtrusive feedback

    An Article by Jeremy Keith
    adactio.com
    Screenshot of adactio.com on 2020-09-29 at 9.45.54 AM.png

    The text 'added' and 'removed' drifts upwards from the toggle button and fades away.

    So we all know Super Mario, right? And if you think about when you’re collecting coins in Super Mario, it doesn’t stop the game and pop up an alert dialogue and say, “You have just collected ten points, OK, Cancel”, right? It just does it. It does it in the background, but it does provide you with a feedback mechanism.

    The feedback you get in Super Mario is about the number of points you’ve just gained. When you collect an item that gives you more points, the number of points you’ve gained appears where the item was …and then drifts upwards as it disappears. It’s unobtrusive enough that it won’t distract you from the gameplay you’re concentrating on but it gives you the reassurance that, yes, you have just gained points.

    • ux
    • interfaces
  • People expect technology to suck because it actually sucks

    An Article by Nikita Prokopov
    tonsky.me
    Screenshot of tonsky.me on 2020-09-25 at 9.46.16 AM.png

    I decided to record every broken interaction I had during one day.

    If I decided to invest time into thinning this list down, I could theoretically...reduce this list from 27 down to 24. At least 24 annoyances per day I have to live with. That’s the world WE ALL are living in now. Welcome.

    • technology
    • software
    • ux

    A response to People expect technology to suck.

  • Performance and people

    An Article by Jeremy Keith
    adactio.com

    Not only is web performance a user experience issue, it may well be the user experience issue. Page speed has a proven demonstrable direct effect on user experience (and revenue and customer satisfaction and whatever other metrics you’re using).

    1. ​​Speed is a feature​​
    • performance
    • ux
  • Doing It Right

    An Article by Brad Frost
    bradfrost.com

    Doing it right requires a different pace of working and a much broader thought process than “ok, let’s get this thing out the door.” Which is super tough because most workplaces place a huge emphasis on getting things out the door, and fast. Little agile tickets that are expected to be completed in micro sprints to me seem to be antithetical to doing it right.

    • agile
    • goodness
    • features
    • ux
  • The life and death of an internet onion

    A Website by Laurel Schwulst
    the-life-and-death-of-an-internet-onion.com
    Screenshot of the-life-and-death-of-an-internet-onion.com on 2020-08-08 at 8.52.57 PM.png

    In her piece "A drop of love in the cloud" (2018), artist Fei Liu writes about the like/heart button as a flattening affordance of giving affirmation and love. The text-editor provides a much more expressive input.

    But even people who can't communicate well because of language barriers can express love through actions, like cooking food. Can we create other "love inputs" that might allow us to "reach across the chasm of a seamless signal"?

    What is expressing "real" love or affirmation about? Is it about effort, thoughtfulness, generosity, something else? What might a thoughtful or generous interface feel or behave like?

    • love
    • communication
    • ux
    • www
    • microsites
  • Skeleton, Organs, Circulation, Sinew, Skin

    An Article by Dorian Taylor

    I’m concerned with how I witness the work of user experience practitioners getting treated: like it’s just a set of motions toward a product’s all-important implementation, and one that we try to compress, due to its ostensible superfluity. Once the implementation is finished, the UX work appears to usually get discarded.

    1. ​​Tracing the answer back​​
    2. ​​The UX coral reef​​
    • ux
  • Now I get it

    An Article by Ralph Ammer
    ralphammer.com
    Image from ralphammer.com on 2020-07-27 at 5.13.42 PM.gif

    To design a system means to orchestrate the interplay of its elements.

    Such a system is considered “interactive” if it is open, which means that there are ways to engage with the processes that are happening inside of it. There is of course a range of interactivities which spans from very basic reactive behaviour to highly complex conversational interactions.

    • systems
    • interaction
    • ux
  • What makes a good design principle?

    An Article by Matthew Ström
    matthewstrom.com
    1. Good design principles are memorable.
    2. Good design principles help you say no.
    3. Good design principles aren't truisms.
    4. Good design principles are applicable.
    • ux
    • design

    Of these, probably the most important is #3. Ström and others encourage applying the reversibility test: a principle passes the test if the opposite of that principle is something a reasonable person might believe. A principle like "make users happy" fails this test because no organization would adopt the opposite, "make users unhappy" – therefore the principle is useless for making design decisions.

  • The UX of Lego Interface Panels

    An Article by George Cave
    www.designedbycave.co.uk
    Image from www.designedbycave.co.uk on 2020-08-16 at 1.56.16 PM.jpeg

    Two studs wide and angled at 45°, the ubiquitous “2x2 decorated slope” is a LEGO minifigure’s interface to the world. These iconic, low-resolution designs are the perfect tool to learn the basics of physical interface design.

    • ux
    • interfaces
    • play
    • toys
  • Friction Logs

    A Definition
    frictionlog.com

    A friction log is a type of UX experiment where the subject journals their feelings, thoughts, struggles, joys, and any other type of emotion. The point is to surface anything that gives the user discomfort or joy so the product or feature can improve. That's what this site is all about.

    • ux
    • design

See also:
  1. design
  2. software
  3. interfaces
  4. www
  5. features
  6. metrics
  7. research
  8. technology
  9. performance
  10. products
  11. problems
  12. details
  13. microsites
  14. agile
  15. ethics
  16. collections
  17. art
  18. morality
  19. systems
  20. interaction
  21. communication
  22. ethnography
  23. architecture
  24. process
  25. work
  26. business
  27. quality
  28. humanity
  29. seeing
  30. transportation
  31. beauty
  32. privacy
  33. objects
  34. love
  35. sound
  36. space
  37. play
  38. toys
  39. behavior
  40. function
  41. knowledge
  42. teaching
  43. engineering
  44. repair
  45. goodness
  46. heat
  47. comfort
  48. environment
  49. whimsy
  50. dimension
  51. care
  52. accessibility
  53. taste
  54. exploitation
  55. management
  56. food
  57. choice
  58. simplicity
  59. tools
  60. surprise
  61. learning
  62. monotony
  63. craft
  64. context
  65. feedback
  66. games
  67. progress
  68. measurement
  69. code
  1. Ryan Singer
  2. Parimal Satyal
  3. Matthew Ström
  4. Jeremy Keith
  5. Jared Spool
  6. Henry Petroski
  7. Karen L. Kramer
  8. Golden Krishna
  9. Christopher Alexander
  10. Dorian Taylor
  11. Laura Klein
  12. Dan Klyn
  13. Chuánqí Sun
  14. Richard Sennett
  15. David Markson
  16. Sophie Lovell
  17. Dieter Rams
  18. Frank Chimero
  19. Gordon Clegg
  20. Oliver Reichenstein
  21. Ursula M. Franklin
  22. Sarah Drasner
  23. Henry David Thoreau
  24. Ralph Ammer
  25. Michael Sorkin
  26. Don Norman
  27. Laurel Schwulst
  28. George Cave
  29. Geoff Manaugh
  30. Murray Silverstein
  31. Sara Ishikawa
  32. Steven Pinker
  33. Jane Jacobs
  34. Kate Rutter
  35. Brad Frost
  36. Lisa Heschong
  37. Erica Heinz
  38. Nikita Prokopov
  39. John Palmer
  40. Joel Spolsky
  41. Lisa Angela
  42. Jay Hoffmann
  43. John Allsopp
  44. Riccardo Mori
  45. Mark Hurst
  46. Peter Merholz
  47. Trys Mudford
  48. Carlos Beneyto
  49. Niklaus Wirth
  50. Kealan Parr
  51. Jorge Arango
  52. Craig Mod
  53. Baldur Bjarnason
  54. Kara Pernice
  55. Raluca Budiu
  56. Jakob Nielsen
  57. Rachel Sugar
  58. Patrick Hebron
  59. Jiaona Zhang
  60. Clo S.
  61. Alan Jacobs
  62. Vince Speelman
  63. Tim Bray
  64. Shawn Wang
  65. Hugo Froes
  66. Stephen P. Anderson
  67. Den Delimarsky
  68. Ethan Marcotte
  69. Edward Tufte
  70. Oliver Palmer
  71. Austin Z. Henley
  72. Robin Rendle
  73. Debbie Levitt
  74. Maggie Gram
  75. Marty Cagan