Category — website usability
Wireframe Software and Second Screen Apps
Many app designers use wireframe software to create prototypes of apps for tablets and smartphones. Some believe that using wireframe software fosters creativity. By creating a prototype with wireframe software, designers have the freedom to experiment with their ideas before the programming stage of development begins. Wireframe software can be particularly useful for designers who want to draft interface designs in a field where there are not many previous apps to take inspiration from. One new area that companies are investing in is ‘second screen apps’. What does this mean? While we may watch TV while browsing on our laptops or smartphones, companies want to gain our attention through both screens. Creating apps that enhance the viewing experience can be a way for advertisers to achieve this.
The trick is to create an app that viewers will enjoy, that will also not distract too much from the program they are watching. Wireframe software is being used by some developers to draft smartphone and tablet applications quickly and at reduced cost. An app designer could use wireframe software to create a prototype of an app that gives bonus information about the television show, or even draft a game that can be used to play along with a TV show. A social media app that enables viewers to comment on shows could also be something designers might want to draft with wireframe software. As this is a relatively new field, there is a wide potential for apps to create. With wireframe software, designers and other stakeholders can be creative in the apps that they draft, which can help lead to a product that viewers and advertisers will love.
May 7, 2012 No Comments
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
Usability & Wireframing Poetry Part – 2
Interfaces designs are sweet, but those uncluttered
Are sweeter: which is a reason why users stay on
When a website is clear it becomes more endear’d
Leading to increased visits and subjective satisfaction
Being used with great ease and not wanting to leave
Accomplishing tasks with minimum error scares
Knowing I can recover if something goes amiss
Though winning near the goal – yet, I do not grieve
For using this graphical user interface design is bliss
With a high level of memorability, this interface design is a breath of fresh air!
Based on “Ode to a Grecian Urn” by John Keats
The idea behind this series of blog posts is to look at famous poems and use them to shed light on issues that affect usability, wireframes, wireframing tools and user interface design. If you have some suggestions of poems that you would like for us to interpolate, please feel free to do so by leaving a comment with your request in it.
November 23, 2010 No Comments
Usability & Wireframing Poetry Part – 1
Ode to the Usability of Interface Designs
Though still unfinished pride of expertness
Thou wireframe of an interface design
A rapid paper prototype used to express
Ideas of layouts and navigation that lurk in the mind
What icons and buttons envelope thy shape
Of links and portals that strive with growth
through the fiber optic cables of an ISP
Streaming gigabytes of info with ease for you and me both
What mad pursuit ever since the struggles of Netscape
When the ripe World Wide Web became destiny
November 22, 2010 No Comments
Netflix App introduces iPhone app
Several weeks ago Netflix, an American a company that offers online streaming and online flat rate DVD and Blu-ray Disc rental-by-mail, released its new iPhone app that is designed to allow subscribed users to stream TV episodes and movies directly to their iPhone or iPod Touch at no additional cost. The announcement of the new Netflix app spiked the organization’s shares by 2% and Google searches were trending towards “Netflix Android” with many Droid users wondering when Netflix would release an app for their phones. Netflix releasing an app only for iPhone can be seen as a good marketing strategy as it makes the services that much more enticing to non-Apple users. If and when Netflix decides to expand their application to Droids and other smartphones, users will no doubt be chomping at the bit to download it. Another bonus is that since Netflix is a subscription based service, people may be more willing to sign-up purely to use the services on their smartphones despite the fact that the user interface design might be a challenge for older users in comparison to the larger home PC screens.
The Netflix app user interface will allow members to organize their materials by personal preferences, genres, new arrivals and individual instant queues. Members will also be able to access their Netflix content from both 3G and Wi-Fi networks, though Wi-Fi will provide faster and more reliable streaming and downloads. So after you have finished downloading music, checking email, and Facebook stalking, you can always watch a movie on your iPhone—if you even have the time left.
October 22, 2010 No Comments
UX Design Planning – A One Man Show?
“To design an easy-to-use interface, pay attention to what users do, not only what they say. Self-reported claims are unreliable, as are user speculations about future behavior.” (Jakob Nielsen – Alertbox)
User experience, or UX, highlights the subjective experiential perceptions that come along with human-computer-interaction, or HCI, and product ownership. ISO 9241-210 defines user experience as “a person’s perceptions and responses that result from the use or anticipated use of a product, system or service”. The term itself was brought to wider knowledge by Donald Norman in the mid-1990s just as recent advances in computing technologies moved HCI into practically all areas of human activity. UX planning goes beyond fixing usability issues of a user interface design. In order to properly conduct UX planning one has to begin with the user. We need to take into account what they say, do and the decisions they make. According to Jesse James Garrett “User Experience is not about how a product works on the inside. User experience is about how it works on the outside, where a person comes into contact with it and has to work with it”
UX is about maximizing design and research in such a way that positive experiences occur at the intersection where users come into contact with your product. Experiences are momentary and brief, sometimes isolated and sometimes part of a multi-layered process. The customer always acts in the present influenced by former experiences, knowledge, abilities, and preferences. Forthcoming experiences, expectations and hopes also influence the present as users ebb and flow on a river of experience. The goal of UX is to meet a user’s exact needs without fuss creating products that embody simplicity and elegance, making them a joy to use. Achieving this requires a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. This requires teamwork and collaboration across an entire team.
With UX design the whole team has to take the users’ views of a graphical user interface design and ask themselves if their product fulfills all of Peter Morville’s “Facets of the User Experience”:
1. Is the application useful for the individual user and his specific task?
2. Is the application usable for the individual user and his specific task?
3. Is the application desirable for the individual user and his specific task?
4. Is the application valuable for the individual user and his specific task?
5. Is the application accessible, i.e. available to every individual user, regardless of disability?
6. Is the target findable for the individual user and his specific task?
7. Is the application credible for the individual user and his specific task?
UX thrives on the iterative development process that begins with the basic strategy where proof of concept is established via Information Architecture, usability testing of prototypes (e.g. wireframes) and interface design until a detail concept is birthed. While working towards a detailed concept it is important to quickly come up with a rough concept as that allows for experimentation and rapid iterative evaluations of use cases and proposed interface design alternatives.
In order to facilitate a whole team’s involvement in UX design the target user has to be the centerpiece, like the Sun in our solar system. If a profile of the target user is not to be had then scenarios of use or workflows will suffice. Developing a persona(s) of a target user, as well as the environment that precludes them, allows all members of your team to visualize how to use their respective attributes and strengths synergistically in creating a winning interface design or other product. Good UX, just like a good team, is about the sum being greater than the parts with the real ‘architects’ of an interface design being the target user.
October 5, 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

