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Category — Digital Interface Prototyping

Prototyping Software and Newspaper Apps

The e-book market is growing and the demand for online newspapers and magazines with it. Users can access articles instantly, making them more appealing to people on the go. Many magazine and book publishers would like to tap into the app market, but creating apps for these products can be more difficult than it seems, due to the challenge of transforming a vast amount of content into one application. Many designers use prototyping software to sketch out wireframes for web and mobile applications and this can also be useful for applications that have a lot of text content.

One of the challenges of creating apps for newspapers and magazines is that it can be difficult to organize information in a way that seems logical to the reader. While a newspaper has different sections, such as current affairs, international affairs, sport and comment, it can be interesting to experiment with how the information within these sections is organized and whether some articles should feature in more than one category. The home page of a mobile app is also important and prototyping software can be used to sketch out where different content should be positioned. With many types of prototyping software, you can use different sized headlines and edit text. You can even add text boxes and images with many types of prototyping software. If you are thinking of transforming an existing magazine or newspaper to a mobile app, I would strongly recommend taking an existing edition of your magazine and using prototyping software to upload the existing images and headlines. Even if you decide to use image holders, rather than the images themselves, this will give you an idea of the structure of your final application. With prototyping software, you can create professional-looking wireframes that can help you visually structure the content of your application. You can then show these wireframes to end-users for feedback to ensure that your app meets the expectations of your users.

April 26, 2012   No Comments

Apple releases newest generation of iPods Part – 2

There is some debate as to whether the newest generation of iPod improvements makes them perform better or just adds some cosmetic flair and enough changes to reinvigorate the product for the public.  The truth is that the new iPods are probably a little of both: flashy and functional.  However, that seems to be Apple’s doctrine, marketing gadgets that are flashy enough to top the trends but easy and practical enough to use to sustain their popularity over a long period of time.  The fact that Apple gadgets interface easily with each other, as demonstrated by the iPod Touch Skype feature, also contributes to its secure technological reign over a court of very loyal subjects. It seems as though the new generation of iPods fits Apple’s credo like a glove and the popularity of the iPod in all its forms shows no sign of decline among consumers.

November 16, 2010   No Comments

Apple releases newest generation of iPods Part – 1

A while ago, the iPod Touch, iPod Shuffle, and iPod Nano user interface designs were all subjected to a variety of tweaks by Apple, although the iPod Classic model was left as is.  The changes are meant to boost usability, intrigue new and old customers, and make the new generation of iPods more accesible than ever. Some of the new developments for each product include:

•    iPod Nano: Smaller size, added touch screen capability, lost camera.

•    iPod Shuffle: VoiceOver capacity in 25 different languages in addition to a larger size and smaller price; at $49 it is the cheapest iPod to date.

•   iPod Touch: Improved screen and battery life and a front-facing camera that allows users to make calls via Skype to iPhone 4 and other iPod Touch users.

November 15, 2010   No Comments

Device? Tool? Collaborator? Why wireframes can help us think

At Pidoco we market our wireframes as interactive and living, so when I came across Will Evans’s article in UX Magazine entitled “Shades of Grey: Wireframes as Thinking Device” my interest was certainly peaked.  If wireframes are “living” devices then surely it isn’t a far stretch to claim that they are thinking devices too—wouldn’t thinking be a prerequisite for existence? Or maybe we should leave terms like “thinking” and “living” in the metaphorical realm because how can something as inorganic as a wireframe really be alive? Ok I took that a little too far and so for the sake of avoiding my woefully amateur philosophical musings, perhaps it is best if we take a look at some of the reasons why Evans believes wireframes help us “think” and then maybe we can draw our own conclusions as to whether or not a wireframe’s capacity to facilitate our “thinking” brings it to life in its own right.

Thinking with wireframes: they are more than just an inert tool

First and foremost Evans claims that wireframes are thinking devices because they are the setting “for the exploration of a given problem space” (UX Magazine). Evans asserts that UX designers often view the development process as purely problem solving rather than an explorative process that both poses and solves problems based on user contexts and needs.  “I use my sketches and wireframes as means to make explorative moves and assess the consequences of those moves” says Evans.  Thus, the wireframe is not just an artifact but really a framework that provides designers the space to think through and iterate their UI designs, simultaneously facilitating their problem solving and creative capacities.   By viewing the wireframe as a partner in a dynamic process instead of a static, inanimate tool, designers “will find they have the opportunity to more successfully create great user experiences.”

This take on wireframes being a kind collaborative partner in the user interface design and development process is compelling and brings a fresh outlook to the wireframing method as a whole.  If designers can learn to see wireframes in this new way then perhaps they will also feel more inspired in their work. After all new perspectives often engender reinvigorated creative flows and ideas and that is what a living thought process is all about.

October 21, 2010   No Comments

Google’s Instant Search foretells a predictive future

With high speed internet and 3G connections, we have become so accustomed to the swift access of information that anything less than instantaneous is too slow. Perhaps nothing signifies our need for the rapid dissemination of information on the web better than Google’s new Instant Search.  As soon as users begin typing text into the Google search engine, live results will be displayed in real time.  Google claims this will save users at least 2 or 3 seconds per search because results will be provided before the inquiry is complete and users will not even have to hit the search button.

This new method of searching for information is predictive in nature which is on some level indicative of a loss of user control; results based on prediction put the power of selection into the hands of the user interface provider and not the user. The fact that Google selects search results before you have even finished typing (not to mention eliminates the finality of pushing the search button yourself) blurs the boundaries between user and interface in terms of who is in command. For a search engine this is harmless but as our insatiable need for speed and real-time activity barrels forward into the future, the concept of prediction will play a larger and larger role if interface designs continue to trend towards prophetic real-time features. How will this affect user attitudes and trends?  Will users give up autonomy in favor of speed?  Only time can answer these queries, but a good prediction is that whatever the future holds for real-time web capacities, Google will likely be on the cutting edge.

October 4, 2010   No Comments

iTunes 10 – Radical new interface design choices? – Part 1

That Apple has become THE dominant player in the post-Napster music industry is now something of a given. The mighty, albeit tiny, iPod along with its trusty sidekick iTunes played a big part in stealing the music thunder from under the venerable CD. Yet it seemed as if no one noticed the irony of the CD in the iTunes logo… Until now that is. The latest incarnation, iTunes 10, boasts a radical departure in design. Out with the CD and in with a more eye-catching blue backdrop that stands out better in the Dock (on the Mac).

Such a move boosts the usability of the software application even before it has started running. Being easier to spot (granted for mere milliseconds less) in an interface design and thus faster to open adheres to Steve Krug’s First Law of Usability: don’t make me think. Research shows that the brain makes decisions in just a 20th of a second of viewing a webpage. The program itself has a few surprise interface design choices. First among these is the sidebar. Up until now icons each had different colors that differentiated them on the interface design. Now it’s all a bland grey that blends with the background, which in turn requires users to think a little longer. Reminds me of that Joni Mitchell song:

“Don’t it always seem to go.

But you don’t know what you got till it’s gone.”

The chief radical interface design choice in the new iteration of iTunes is with the close/minimize/zoom buttons. Thankfully they remain color-coded but they now run vertically down on the top left of the program’s interface design. This goes against the virtually omnipresent convention of using the horizontal axis; top-left on the Mac and top-right on PC. Following conventions is a cornerstone of good usability. Considering Apple’s reputation for imposing its human interface design guidelines on developers, these choices are curiously interesting. Although the orientation can be changed, this is beyond many users, as they would need to enter a hidden terminal command.

September 28, 2010   No Comments

Look out Skype: Google Voices adds Call me feature Part – 1

Google recently announced that Gmail users will now have the opportunity to take their communication abilities to a new level within the realm of the Google Voice user interface.  Instead of simple email or G-chatting, Gmail users can now make local and international phone calls directly from  their Gmail account. Google promises that all calls to the US and Canada will be free until the end of 2010.  International calls will be charged according to international calling rates set by Google.
In order to utilize this feature, Gmail users must install Google’s voice and video plug in. Then, by selecting “Call Phone” from the Chat menu located on the left hand side of the Gmail interface, users can use a keypad pop-up to dial a phone number. Users can also enter phone numbers under their contacts and then simply click on the contact to call.  The process is fast, easy, and so far free or cheap, provided your home account is registered in the U.S.; Google is working on extending the service to international users

September 20, 2010   No Comments

Digital content is the way of the future for marketing and advertising companies – Part 2

The implications for UX and usability design

If the media and advertising industry is digitalizing itself then obviously interface design concepts like usability, user experience design etc. will play a central role in the implementation of new digital business practices.  Companies will need online advertising and commerce to be as efficient as possible while maintaining an element of authenticity and desirability known from the traditional print environment.  Thus, the market for those specializing in UX and usability design will be wide open and full of opportunity.  This will likely lead to innovations in the UX and usability design fields as the cutthroat world of digital business will force designers to gain the competitive edge not just in creativity and productivity as usual, but also in measurable impact, such as online conversion rates.  Hence one may well argue that a growing digital media industry could mean a creative renaissance for the usability and UX industry as well.

September 13, 2010   No Comments

Digital content is the way of the future for marketing and advertising companies – Part 1

Digital Revolution shakes up media and advertising industry

After enduring the hardships of the global economic crisis of 2008, media and advertising companies seem once again optimistic about the future of media, communication, and sales. According to a survey from Booz & Company, however, the global financial crisis is not the main contributing factor to the recent shakeup in the media and advertising industry.  The digital revolution and new consumer habits have forced media companies to reevaluate the way they do business (ibusiness.de “Medienbranche: Ein Drittel des Umsatzes 2015 mit Digitalen Medien”).  70 percent of respondents in the media and advertising industry consider the development of new business and distribution models to be paramount to future success and 50 percent claim that investing in new digital business models is of the highest priority (Booz & Company). This means that companies will be looking for ways to transition from print to digital media, as the Booz & Company survey indicated that 40 percent of respondents feel that print media is negatively affecting their company (particularly financially).  In fact, Booz & Company predict that by the year 2015, one third of sales in the media and advertising industry will be generated by the digital revolution.

September 11, 2010   No Comments

The UX Hierarchy Part – 1

Understanding the mind of the user is one of the most vitals aspects of web development.  Every interface design that is created is dependent upon users, without them, the site goes nowhere.  This is why the field of user experience (UX) plays such an important role in interface design.  UX is a profession (some may call it an art) that offers us the methods necessary to lead us towards a goal of satisfied users and optimal usability.

August 29, 2010   No Comments