Sunday, 5 March 2017

Popular design news of the week: February 27, 2017 – March 5, 2017

Every week users submit a lot of interesting stuff on our sister site Webdesigner News, highlighting great content from around the web that can be of interest to web designers. 

The best way to keep track of all the great stories and news being posted is simply to check out the Webdesigner News site, however, in case you missed some here’s a quick and useful compilation of the most popular designer news that we curated from the past week.

Note that this is only a very small selection of the links that were posted, so don’t miss out and subscribe to our newsletter and follow the site daily for all the news.

Macro – A Super Focused Image Editor for the Mac

 

Bad Design Caused the Oscars Best Picture Mix-up

 

The Real Difference Between Google and Apple

 

Good Vs. Bad Designers

 

Tiny Trends: Flogos!

 

Freeter 1.0 – The Smartest Way to Work on your Computer

 

18 CSS Tabs

 

App for Unlimited Color Palettes

 

Annual Report of Web Design Trends

 

Brutalist Design Now has its own Framework

 

Material Mixer – Mix Match Material Colors to See What Works Best

 

How to Start: From UX to UI Designer

 

Visual Discussion Tool for Web Developers

 

The Best Sublime Text Plugins for Front End Developers

 

The 30 Marketing Terms You Need to Know as a Web Designer

 

10 of the Best New Graphic Design Tools

 

10 Things You Should NEVER Ask a Designer

 

Pantone Releases its List of Top Trending Colors for Autumn 2017

 

Early Apple Memos Discovered in Seattle Thrift Store

 

Dyslexie Font: A Dyslexia-friendly Typeface

 

Finding your Graphic Design Niche

 

What You Need to Know About Typography and Color

 

UX Thoughts on Using Video as a Background

 

The Designer’s Guide to Grid Theory

 

Picnic: A Sketch Plugin for Working Together in a Single File

 

Want more? No problem! Keep track of top design news from around the web with Webdesigner News.



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Saturday, 4 March 2017

Comics of the week #381

Every week we feature a set of comics created exclusively for WDD.

The content revolves around web design, blogging and funny situations that we encounter in our daily lives as designers.

These great cartoons are created by Jerry King, an award-winning cartoonist who’s one of the most published, prolific and versatile cartoonists in the world today.

So for a few moments, take a break from your daily routine, have a laugh and enjoy these funny cartoons.

Feel free to leave your comments and suggestions below as well as any related stories of your own…

Font offense

Partners

 

 

The Romantic Designer

Can you relate to these situations? Please share your funny stories and comments below…



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from Webdesigner Depot http://www.webdesignerdepot.com/2017/03/comics-of-the-week-381/

Friday, 3 March 2017

Quiz: Do You Really Hate Comic Sans?

You’re a designer: you use Moleskine notebooks, the stickers on the back of your MacBook Pro are artfully arranged, there’s a motivational poster hung over your standing desk, and…you wear your hatred of Comic Sans like a badge of honor.

Forget the “no bad typeface” rule, Comic Sans offends your very being. The infuriatingly omnipresent font is used by everyone, from your grade school teacher, to your grandmother, and every time you see it, you die a little on the inside.

But do you really loath the world’s least-endorsed typeface? Or does seeing Vincent Connare’s magnus opus everywhere from gravestones to financial reports, give you a secret thrill?

Which of these pairs most offends your aesthetic senses, and is it Comic Sans?

Which sports branding uses Comic Sans?

Which movie poster uses Comic Sans?

Which Oscar winner uses Comic Sans?

Which Obama uses Comic Sans?

Which police warning uses Comic Sans?

Which subway sign uses Comic Sans?

Which magazine cover uses Comic Sans?

Which iPhone microsite uses Comic Sans?

Which error message uses Comic Sans?

Which album cover uses Comic Sans?

Spotted a hidden gem in there? Alongside Comic Sans, the typefaces used were (in order): Comic Relief, Jollygood Sans, Architect’s Daughter, Comic Neue, Komica Text, Cartoonist Hand, Jollygood Sans (again), Suplexmentary Comic, Comic Neue Bold, Comic Relief (again).



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How to Use Tooltips as Microinteractions

Tooltips are potentially the best and most efficient approach to onboarding new users to any given app, software, program or user interface. They’re generally very helpful, clear-cut in their communication, and unobtrusive, so users can do what the tooltips suggest without running into any impediment.

Looked at in this way, your average tooltip is easily a micro interaction, as it helps users achieve a single task or helps users manipulate a process. A micro interaction is a subset of the user experience: It’s a dynamic process that’s initiated by a trigger, causes something to happen, provides feedback to the user, and then informs the user as to the next step.

Good tooltips are designed to be so discreet that, sometimes, you’d swear they were never there. That’s the indication of a great micro interaction, too: You only really miss them if they’re not there all of a sudden to help you achieve a task.

Let’s take an in-depth look at what tooltips should be used for, what matters in tooltip design, and what to include and what to avoid.

Use cases for tooltips

Tooltips exist to boost your site’s or app’s UX. That’s pretty much it. These micro interactions have to make life easier for your users in some way, shape or form. Although their purpose is straightforward, correctly and consistently implementing them in your platform may be a different story since it can get tricky to make the right call.

Unfamiliar Icons or Buttons

When your users encounter icons or buttons that are unfamiliar to them or are otherwise not labeled, then it’s a good idea to design some tooltips into the interface. Even if an icon or button is familiar-looking, but still needs a short explanation to onboard users quickly—say, in the case of a cogwheel on a dashboard—then including a tooltip makes all the sense in the world.

Additional (non essential) information 

Here’s the key: not essential. A tooltip can provide extra information to users, so that the screen isn’t overly full of unnecessary text.

A great example of this is when you have tabs open in your browser: when you hover with your cursor over the tab, a tooltip will quickly appear, telling you the exact webpage title of where you are. Now, this extra info isn’t essential, but it’s nice to have when you want to make a note of exactly what page you’re visiting.

If the info is essential, a tooltip’s no good. The info should be included permanently right in your interface for user convenience and quick reference.

Tooltips aren’t ideal for everything

By the same token, tooltips can quickly become harmful to great UX on a device when they’re used incorrectly. Overdoing their use is a sure way to make your users sick and tired of what is otherwise a very helpful means of guiding your users through an interface you just designed.

Unintuitive design

Unintuitive design is when your design forces your users to keep relying on a tooltip to make it through your interface. In such a scenario, the best tooltip won’t help because, blatantly, something’s wrong in your design that keeps forcing your users to keep checking the tooltip too much. A tooltip should really only be used for onboarding users to a specific process, but, after that initial tutorial, users should be able to do things themselves.

Interaction with the tooltip’s content

Sometimes, it becomes necessary for users to actually interact with the content inside of the tooltip itself. For example, a tooltip’s content might include a call to action button, and the content may prompt users to click on the button. It could be anything from a signup button to login link.

However, it’s considered sub-par design to include such interactive elements inside your tooltips if they disappear when your users move their cursors to the tooltip…to follow the call to action. Just think of how frustrating that is to users—especially when your tooltip tells them how they can perform the action to begin with!

In such cases, just allow the calls to action to speak for themselves, designing them significantly enough so that they can get noticed all on their own.

Rules for awesome tooltip design

How you design your tooltips to provide micro interactions that guide users, and provide feedback, makes a great difference to their enjoyment of your interface. By spending a bit of extra time on how you design tooltips, you can provide a helpful experience to your users instead of one they get frustrated with.

Minimalism

As with so much else in web design, minimalism makes for a superior interface. There’s less chance of something not being as clear as it should to the user…and thereby ruining what should otherwise be a helpful micro interaction. Minimalism means basic colors, copy and language.

Sustainability

Your tooltip should be as helpful, unobtrusive and convenient to users the 100th time, as it was the very first time. Resist the temptation to go with questionable or clever design cues and go with tried, tested and true instead.

Noticeability

Tooltips should be easy to find and see without users having to resort to any detective work on the screen. One way to achieve this is by using very obvious visual or directional cues, such as arrows going from the tooltip to the element (button, icon, etc.). 

Relevant and sensible information

When a tooltip appears, the info therein has to be easily understood by your users. This means short sentences with very clear language. Since the on-screen area for a tooltip is limited anyway, it’s necessary to be very concise. Nonetheless, you should also refrain from providing info that’s redundant since the info in a tooltip should only be a supplement to info that’s not immediately apparent in your interface.

This can’t be stressed enough: By thinking through how you design your tooltips, you can make them live up to their purpose and avoid the worst kind of tooltip, which is the one that hampers the task you want users to accomplish smoothly.

Tooltips: the epitome of microinteractions

In many ways, tooltips are the ultimate microinteractions. They help your users achieve a task or manipulate a process in an interface that you’ve designed. Depending on how you design them, you can save your users a lot of trouble or make life harder for them.

Unfortunately, it can be quite easy for designers to get a tooltip wrong—to the detriment of their users. To ensure stellar tooltip design each and every time, it helps to fully understand the true nature and reason of using tooltips in the first place, along with what works in tooltip design and what doesn’t.

Only then can you provide your users with the relevant information they need to efficiently understand your interface in a convenient and simple way.



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from Webdesigner Depot http://www.webdesignerdepot.com/2017/03/how-to-use-tooltips-as-microinteractions/

Thursday, 2 March 2017

3 Months with Figma: Why it Changes Design Forever

Like most designers, I started with Photoshop, using it for over half a decade. From there, Sketch burst onto the scene and did not take long to announce itself as the go-to tool for designers. For the last three months, I have been using Figma each and every day, integrating it into my workflow and exercising its features across a broad spectrum of projects. The results have been overwhelmingly positive and as such I have selected a number of key features of Figma which I found to be extremely useful and often innovative.

Sketch is a highly competent and all-around excellent piece of software. Adobe XD is another piece of software which I was just getting used to using. So when I first began testing Figma, I was somewhat reluctant and skeptical as to its place in what is now a very competitive market. In this article I’m going to discuss why Figma is now my primary tool for design, why I believe it changes how we design, and why I believe it will become the next industry-standard tool.

Accessibility

Figma is extremely accessible. It’s available on Mac, Windows, and through modern browsers (unlike Sketch which is confined to the Mac). This instantly makes it more inclusive, and allows for collaboration not just with other designers, but developers, copywriters, and more. It’s universal and as a result makes the design process something which is far more collaborative and complete.

Your files are accessible anywhere. No download, no syncing. You could be at a public computer, a colleagues computer, or even on a Chromebook, yet your designs remain accessible to view and edit.

The accessibility ties in closely with its key feature, collaboration. By intertwining the two, collaboration becomes something quite extraordinary. You could have a use case where a designer is working in real-time with other designers, developers and copywriters. The possibilities are unique and exciting. I think as more designers and teams explore using Figma as a primary tool, more and more interesting ways of implementing the technology into a workflow will become apparent.

Lightweight

Figma is very lightweight. You don’t even need to have the application installed. Simply open a browser tab and you are set. At the same time, you don’t need to install any fonts, plugins, color palettes, or resources. It’s all readily accessible at the click of a button. For me, the way it implements Google fonts is particularly useful when working on multiple machines—we all know how tricky it can be to keep and maintain fonts in sync across multiple devices, and the impossibility of doing so on a public, or colleague’s computer.

Version History

The version history is a key feature in combination with the collaboration technology. The last situation you want is to come back to your design and see somebody has made changes that cannot be easily undone or restored. Sketch also has this technology, but at the expense of masses of disk space. Many of us have experienced this issue, and seen first hand just how enormous the backups can become when working in large files each and every day. Figma stores all these backups in the cloud. First and foremost, that means they are safe if you lose your computer, or you encounter a technical issue. Secondly, it’s not going to fill your computer with version backups like Sketch.

Pen Tool

The pen tool is something to behold. It’s so easy to use and puts other software to shame. It’s important to try it to appreciate its benefits, but it certainly makes it hard to go back to using Sketch or Adobe.

Constraints

Constraints allow you to produce responsive designs with ease. By constraining elements, a simple resize of the frame allows you to visualise the design at multiple widths and heights—something where previously you had to produce multiple mockups and wait until the development phase to see just quite how it would work in reality.

Components

Components do away with symbols (in Sketch), and a separate page to house them all in. They provide something far more intuitive and lightweight. Effectively, a component acts as the symbol, and then all copies of the component are called instances. One particular use case that I use time and time again, is to produce multiple color variations of the same design. Then, any changes I make to the original component are instantly reflected in the instances, while keeping color changes intact. Of course, the possibilities are endless and and there are so many ways to implement this feature into your designs.

Support

The support in Figma is impeccable. From the documentation, to the live chat within the application, it has it all. The chat is particularly useful for asking questions and reporting any issues. The staff are responsive, helpful, and genuine, and this has certainly helped me cement Figma as my go-to design tool.

Conclusion

Figma still has its deficiencies—it’s not yet a perfect tool by any means. The Sketch import is often buggy and sometimes inaccurate. The lack of shared styles is one key aspect I miss from Sketch. That being said, it’s an extremely exciting tool. It’s rethinking every aspect of the design process from the ground up, and innovating in ways we haven’t seen since the inception of Sketch. The team are quick to push updates and as such it’s now at the point where I can comfortably remove Sketch from my dock, and move forward with a highly-capable and innovative tool for designing.



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Wednesday, 1 March 2017

How do you know when a design fails a usability test?

A handy technique I learned from the wrong job…

Years ago, I spent an awkward patch of my career as an instructional designer, creating courses for online learning. It was a bad fit and I moved on happily, but one part of that job has made me a better UX designer: learning objectives.

Learning objectives are simply what you want the student to learn by the end of the training. If there’s a test, the test questions should be based on those objectives — otherwise, what’s the point of the test?

The same approach comes in handy for figuring out whether a design has passed or failed a usability test. Just remember: it’s the design that’s being tested, not the participants.

What does the test participant need to do or say for you to feel confident that the design has succeeded? Do they need to track three hours of time for a particular project? Generate an invoice to a client based on that tracked time? Send the invoice? That’s your test criteria.

Of course usability testing is about observing how users complete tasks, but what will you get them to do, exactly? The beauty of these criteria is that they steer you away from vague testing goals like, “understand how time tracking works.” How will you know they’ve understood it? You get them to describe it. And once they’ve described it accurately, you can say that aspect of the design was successful.

Success criteria help you twice over: they clarify whether your design is really successful, and they make it easier to share those results.

Verbs are magical

The book that taught me about learning objectives, George Piskurich’s Rapid Instructional Design, offers a handy list of behaviours to start your success criteria.

For example, the objectives for comprehension might be “describe” or “demonstrate”. Again, “understand” is no good — you need them to say (that is, describe) or do (that is, demonstrate) something that proves to you that they’ve understood.

And then, at a higher degree of difficulty, a participant might “explain” or “organize”; at a higher level still, they might “create” or “evaluate”.

Whatever verb you choose to start your success criteria, the point is that you can observe whether or not a user has actually said or done whatever constitutes task success.

“By the end of this session…”

So, when you’re planning your next usability test, and you’re working on tasks, start by asking, “What should a user be able to do with (or say about) this design?”

Then, you might write something like this:

By the end of the session, the participant should be able to:

  • track three hours of time for a particular project;
  • generate an invoice to a client based on that tracked time;
  • describe the difference between tracking time and logging time.

Now you have three success criteria and, based on those, you’ve also got a pretty clear sense of what tasks you’ll need to give the participants.

One caveat: success criteria aren’t quite the same as tasks. Tasks have more context; they’re written to be read to the participant, and might include some context about the task, particularly if you’re steering them to find something in your prototype. For example:

Success criteria: Generate an invoice to a client based on that tracked time

Task: “Now that you’ve tracked three hours on the Atlas project, show me how you would invoice Acme Products for your time.”

Pretty similar, obviously, but success criteria are for you and your team; the task is for the participant in the context of the usability session.

And you’ll notice that one of the success criteria above is about describing something, rather than completing a task. It might be a follow-up question to a task. These are handy for validating whether your design’s mental model is clear to users. I’ve seen users find their way through a task, but then describe to me a mental model of the app which is at odds with how it was designed. That’s task success for one participant, but more importantly there’s an underlying problem with matching that participant’s mental model.

So, start with your success criteria, then write your tasks and follow-up questions based on your criteria.

Stakeholders love success criteria

Stakeholders don’t necessarily care about your process, but they really care about the results. And if your presentation of the results is vague, they will be rightfully irritated.

“The user managed to track a few hours, but we weren’t sure whether she understood that tracking time isn’t the same as logging it against a client…” Well, why aren’t you sure? Isn’t it your job to figure this out? You’re wasting their time, and not giving them clear direction on how to fix the UX problems — which is also your job, right?

Success criteria help you twice over: they clarify whether your design is really successful, and they make it easier to share those results.

We’ve had some success tracking success criteria in a simple table, and colour-coding the results. Like so:

We whip up a colour-coded table of results (green = success, red = failure) on our wiki. In the top row, we list participants; in the left column, we list our success criteria. It’s ugly, but quick and useful.

This is easy to scan, shows pretty clearly where the problems are, and grounds the results in the experiences of actual participants. We also list a bullet-point summary of results and a list of usability problems and recommendations just beneath it. We’ll zero in on those problems and iterate until we believe they’re solved. Your process might be a little different — maybe you’re a consultant handing over a report to a client, for example — but the benefits are the same.



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