Whatterz


Articles tagged Design

Prototyping towards a better user experience
Designing websites has traditionally been an expensive and laboured experience. Many hours have been spent pouring over information architecture, deliberating interactions, elaborating upon wireframes and creating pixel-perfect Photoshop and Illustrator compositions, only for those design artefacts to be archived neatly away, on a server, never to be seen again. Read more – ‘Prototyping towards a better user experience’.
Creative Thinking Hacks
Back in 2007, Scott Berkun wrote a really interesting essay on Creative Thinking Hacks. In the article he suggested all of us possess everything necessary to be more creative. The problem is we’ve been trained away from our creative instincts by schools, parents, movies, workplaces and now the unerring distraction of the World Wide Web. Read more – ‘Creative Thinking Hacks’.
Apple’s 27 Guidelines for Mobile User Experience Design
People appreciate mobile apps that feel as though they were designed expressly for the device. For example, when an app fits well on the device screen and responds to the gestures that people know, it provides much of the experience people are looking for. And, although people might not be aware of human interface design principles, such as direct manipulation or consistency, they can tell when apps follow them and when they don't. Read more – ‘Apple’s 27 Guidelines for Mobile User Experience Design’.
Disney’s Twelve Basic Principles of Animation
The Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal. Read more – ‘Disney’s Twelve Basic Principles of Animation’.
IBM’s Design Principles
Software can be designed to simplify tasks and to create a positive overall experience for users. Thoroughly understanding the goals of users and stakeholders and designing software with those goals in mind are the best approaches to successfully delivering products that will delight customers. Read more – ‘IBM’s Design Principles’.
11 Laws and Principles to Use in Design
Design elements, laws and principles, garnered over centuries of observation, describe fundamental ideas about the practice of good visual design that are assumed to be the basis of all intentional visual design strategies. The elements form the 'vocabulary' of the design, while the laws and principles constitute the broader structural aspects of its composition. David Hume described these as "the constant and universal principles of human nature." Awareness of the elements, laws and principles in design is the first step in creating successful visual compositions. While these universal design elements, laws and principles may not always be absolutes, understanding them can help you achieve success in a multitude of fields including graphic, industrial design and experience design, architecture and fine art. Read more – ‘11 Laws and Principles to Use in Design’.
The Ten Principles of Inclusive Web Design
Inclusive design is well established in architecture and industrial design and the principles that apply to these disciplines are equally relevant on the web. It’s people that your website engages with, not technologies, so a user-centered approach is fundamental. Read more – ‘The Ten Principles of Inclusive Web Design’.
6 Rules for Designing Amazing Apps
Mobile design is an entirely new breed of design says Brian Fling; you need to think of your app as a great book; it has a clear beginning, middle and end. Read more – ‘6 Rules for Designing Amazing Apps’.
Steve Jobs: Get Rid of the Crappy Stuff
People think focus means saying yes to the thing you've got to focus on. But that's not what it means at all. It means saying no to the hundred other good ideas that there are. You have to pick carefully. I'm actually as proud of the things we haven't done as the things I have done. Innovation is saying 'no' to 1,000 things. Read more – ‘Steve Jobs: Get Rid of the Crappy Stuff’.
The Cathedral and the Bizarre
The Cathedral and the Bazaar is an essay by Eric S. Raymond on software engineering methods, based on his observations of the Linux kernel development process and his experiences managing an open source project, fetchmail. It examines the struggle between top-down and bottom-up design. Read more – ‘The Cathedral and the Bizarre’.