Monday, January 18, 2010

Paperclip Principle

Paperclip principle is a minimalist design principle for developing software user interfaces. The Paperclip principle is inspired by the most popular kind of Paper clip. The GEM Paper clip, out of more than 40 different kinds of Paper-clip became popular and is still in use.

The fact that the GEM Paper-clip, inspite of made of wire, have rounded edges, which makes it look smooth and harmless, is easily understandable and use, makes it a great case study for user interfaces. The Paperclip Principle is based on the assumption that

''Most effective designs are least complicated''

This can be proved using a number of popular examples currently available, user interfaces for desktop applications, web applications as well as mobile applications.
To apply Paperclip principle to a user interface design, you need to take care of only three things:

Make the user interface:
* Easy to Look at
* Easy to Understand
* Easy to Use


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Tuesday, January 5, 2010

Vote Now: 10 Tips for Mobile Web Design !



How to create a mobile version of your website? Do you need to optimize your current website for mobile devices or design a completely new website? Do you need to worry about different platforms, Windows Mobile, iPhone, Symbian, Blackberry, Linux, Brew, Android, and Nokia? What resolution, what screen size you should target, and what is this PPI anyway? How to design for maximum number of users and devices, in the least amount of time? In this session, mobile web usability expert and author of "Beginning Smartphone Web Development", Rajesh Lal will discuss ten pragmatic tips, for designing website for mobile devices.

Interested ? VOTE for it at Mix 10 (1. Add to ballot,2. Submit ballot)

http://tinyurl.com/10TipsMobileWeb

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Sunday, October 11, 2009

Ten Tips for Designing Mobile Widgets

Maemo Summit, 11 Oct, 2009 Amsterdam Netherlands

Abstract: Do you know why only 1 percent of Mobile Widgets are successful ? What makes some widgets thrive and used by millions, and others with equal functionality bite the dust ? Make no mistakes, design of a widget is not about graphics, colour or fonts. This presentation will demystify this 'invisible' layer below the surface with 10 pragmatic tips. The tips will cover some of the most useful, and often ignored standard design principals and how to apply them in a mobile context.

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Wednesday, September 16, 2009

Examples of Bad User Experience

A product which give Bad User Experience is simple to find. If you come across an every day thing which does not solves its main purpose properly.



Here is a picture of a Coffe Pot, from the famous book "Design of Everyday things"

As I said in my previous blog, A Good User Experience can be defined by three points

1. Easy to Like

2. Easy to Understand

3. Easy to Use

Here is some example products with bad user experience we come across everyday.

* Universal Remote



Do you have a degree from MIT in electrical engineering? If not don't even think about it :)

* Aesthetic Clock with no indication for numbers





Can you tell the time ?

* A Push Door with Handle

This is something we come across every day. A Handle is most of the time meant to pull like the coffee pot or a container. So why does a Door which is meant to be pushed have an handle ?

* Most of the Technical Books

This is again my personal experience. When ever we take up a technical book, we feel depressed, we feel as if its just too much of information which i don't know? Why does a book has to be like that. Isn't the author's responsibility to make it easier ?

Add yours here ! What kind of product you come across every day which you think gives a bad UX and can be improved.

Sunday, August 16, 2009

How to Create a Good User Experience - Part I

How to Create a Good User Experience I
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Good User Experinence starts with understanding three things

1. Understanding the Primary purpose of the application
2. Understanding a Typical user of your application
3. Understanding the Context in which the application will be used


Primary purpose of the Application
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To identify the primary purpose of an Application, you have to create a statement of purpose, a one line definition of your application which completely covers the purpose of the application. It should clearly state what is the problem it solves.

For example,

A portable camera: A light weight camera for students for quick and easy, point and shoot
An SLR Camera: A High Tech Camera for Professionals with XYZ zoom, ABC features and PQR functionalty. This also should reflect in the name of the application. Here are some examples of BEST SELLERS in Amazon

* Garmin nĂ¼vi 255W 4.3-Inch Widescreen Portable GPS Navigator
* Flip UltraHD Camcorder, 120 Minutes
* ATC2K Waterproof Action Cam

The name of the product just define it all, that's the purpose of the application. A One liner which can define it accurately and precisely.



Understanding Typical User
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A typical user of your application is the most common type of user, like in my earlier presentation I said Typical user for Blackberry is Business Executives. Understanding typical user involves finding out

* The users, are they managers, house wifes, creative people or mathematicians
* Intelligence level of the user
* What is there knowledge about the application
* How are they solving the problem right now, which your application is meant for



Understanding the Context
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Understanding the Context means understanding the location, the surrounding, the scenario in which the application will be used.


Is it going to be used by a Truck Driver while driving or by a Housewife while cooking ? What might be the user scenario when using your application. A simple camera might be used by friends in a birthday events, A high-tech camera might have to be taken to places.

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Monday, December 29, 2008

User Experience - An Introduction



Click here to download the presentation

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Friday, October 17, 2008

User Interface Design

Designing Great User Interfaces


The third part of the User Experience presentation.
User Interface Design
View SlideShare presentation or Upload your own. (tags: user experience)

Click here to download the presentation

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