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    I spend a considerable amount of time these days reviewing design work; usually interface designs at various levels of fidelity from rough wireframes to polished visuals. It still feels a bit odd, having spent most of my career on the other side of the table having my own work critically appraised.

    Review sessions can be an awkward experience. Many people can’t tell the difference between someone criticising their work and criticising them as a person, and you often end up with a cocktail party scenario where improvements are never made because nobody wants to hurt anyone’s feelings.  Incidentally, this is one of the best things about long term working relationships - you can dispense with the pussy-footing after a few months when you get to know each other and just get on with the job.

    I have found a really simple approach to these kinds of reviews, which side-steps these common issues by effectively getting the designer to review it themselves. I just ask two questions:

    1. Why is it good?

    2. Is it the best it can be?

    Why is it good? 
    This question is useful because it reveals the designers thinking, and gives a valuable insight into how they arrived at the result. It’s also useful because it develops the designers ability to structure their thinking, which translates into better self-appraisal during the creative process. If a designer can critique their own work effectively as they go along it saves a lot of time spent aimlessly pushing pixels around on the screen.

    Being able to clearly articulate the merit of your work also has another benefit - it means the work stands a greater chance of making it through the board-room in one piece. Too much time is wasted in subjective debate amongst stakeholders because they aren’t provided with robust reasoning that supports the work. They want to know why it’s good so they can sign it off; you want them to think it’s good so they don’t make unnecessary changes. Give them what they need and everyone wins. 

    If you can’t explain why a piece of work is good, chances are you’ve not thought it through well enough.  Interface design is more science than art, and there are theories and principles at work that if understood can be put to good use (contrast, grouping, the gestalt stuff, visual density, balance, affordance, disclosure, the basics). If a designer is unable to articulate the visual structure of their work in these terms, great - you are opening the door for them to get better at their job, and they should thank you for it.

    Is it the best it can be?
    This question is a double edged sword, but no bad thing because of it. If they say it is the best it can be, and you can find improvements in the work you should both be pleased because you are not only improving the quality of the work, but are also developing the designers skills and identifying opportunities for them to improve.

    If they openly admit that it’s not the best they can do, then their answer as to why this is the case reveals further opportunities for improvement, most often in the process. Typical answers include: “I got a shitty brief.”…”I didn’t have enough time.”…“The client really wanted it this way, even though it’s rubbish.” (see question one) or my favourite, “I’m an intern, we ran out of chargeable time for the creative director.” Don’t treat these things as immovable objects to work around. Tackling the root cause of the problem will yield benefits for everyone.

    There is one further reason to ask this question, which is perhaps more important than any of the others - it clarifies the standard that you are aiming for, and encourages your team to excel. So often designers are treated like machines in a sausage factory, or have spent so long compromising their professional standards to meet silly deadlines that they’ve forgotten what they’re capable of doing when they put their minds to it. Often just showing your team that you want them to do their best work feels to them like finally getting permission to do it. 

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      The fact that I can go from reading an email to downloading an app (Timehop, which is awesome btw) suggested in that email without ever leaving my inbox is absolutely brilliant. I love it.  

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        Why prototyping beats wireframing
        • You’re making, not documenting. You can feel the thing you’re making.
        • You’ve got a thing you can start testing, in all kinds of ways, almost immediately. Prototyping is more like experimenting than describing your grand design.
        • It doesn’t have to look good to be effective. It’s easier to keep it rough which helps people give better feedback early on.

        read 8 more reasons over @ Pastry Box

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          You’re in fast moving traffic on a busy motorway approaching a complicated junction with just seconds to get into the right lane. Your phone, sensing that now is not the moment to disturb you, diverts an incoming call straight to voicemail. Later, when you are in a more relaxed state, it plays the message back and offers to ring the caller back.

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            Design Staff is dedicated to helping startups design great products. We’re a community of designers, researchers, and entrepreneurs who have helped build some of the products you probably use everyday. 

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              HCI -- Week 5: Manipulation and Representations -- Part I

              “The key innovation of a graphical user interface, is that input is performed directly on top of output.” - Scott Klemmer

              • Simply asking people what they wants may cause you to miss opportunities.

              Questions to use when looking for where challenges arise.

              1. How easily can someone determine the function of the device?
              2. How easily can someone tell what actions are possible?
              3. How easily can someone determine mapping from intention to physical movement?
              4. How easily can someone perform the action?
              5. How easily can someone tell what state the system is in? / If its in desired state?
              6. How easily can someone determine mapping from system state to interpretation?


              Command Line vs. GUI

              What is better? It depends! But what makes them different. Command lines require knowledge, they don’t give immediate feedback, and they don’t leverage metaphors for things humans already know. The GUI does a better job in terms of visibility, feedback, and consistency. GUI’s shine in discoverability. 

              When is the command line better? When the indirection that it offers is a benefit rather than a draw back. This is powerful when you can express stuff more abstractly and therefor do things more efficiently. 

              Mental Models - What makes an interface learnable and what leads to errors in user interfaces. 

              “There’s a big pitfall in being a designer, you’ve spent so much time with the system that you know how it works under the hood and how you imagine other people will think about it. Your expertise can be crippling, the mental model that you expect users to have, you expect it to be the same as yours and it doesn’t play out in practice.” - Klemmer.

              That’s why it’s important to get other users in front of your design as soon as possible. 

              Slips vs. Mistakes

              Slip - the right model for the system and how it works, but you accidentally do the wrong thing. A motor error.

              Mistakes - when you do what you intend to do, but you have the wrong model. Driving, you think you should take an exit, but it turns out to be wrong. 

              • Designers try to prevent these errors. Slips can be prevented to avoid slips. Designers need to provide better feedback to avoid mistakes.

              Presentation Matters

              “The ways in which we and the world organize and represent ideas can have a drastic impact on our cognitive abilities.” - Scott Klemmer

              “Solving a problem simply means representing it so as to make the solution transparent.” - Herbert Simon, The Science of the Artificial


              Naturalness Principles

              • Experiential cognition is aided when the properties of the representation match the properties of the thing being represented.
              • Integrating the necessary step with the natural step makes you not forget the necessary step. 

              Book suggestion: Don Norman’s, The Design of Everyday Things. 


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                An interesting look Konigi’s approach to sketching for UI and UX design. 

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                  Play

                  Augmented Reality dank Sight Systems.

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                    New submission link added to the blog

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                      settings on Circle

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