Why is iPhone’s camera placed on the side and not on the centre of the phone? What was the thought process behind the design? Who designed it?
I am an industrial designer and have worked on cell phone. The camera sensor is usually the thickest component in the phone. In fact in the latest iterations of the iPhone, it sticks out by 1mm or so. This is because all of the other components are able to get thinner, except this one.
Now because it is so thick, it cannot be stacked on top of the battery which takes 90% or so of the surface of the phone. This leaves very few options: the top or the bottom. The bottom is out for obvious ergonomic reasons so that leaves the top. Now here is the thing: modern phones are PACKED with components. There is no room anywhere. This means that centering the camera would mean moving another large component and risking to have to grow the phone somewhere else.
The next explanation is an aesthetic one. If the designer decides to center the camera, then where is the flash going? To the left? to the right? Either way it will look unbalanced. The default position goes back to the upper left corner, just as in the previous 5 iterations of the phone.
Finally, moving the camera, beside detracting from the heritage, improve nothing and make the phone larger than needed would mean alienating millions of user who have been accustomed to this location over the past 10 years! As the saying goes, if it ain’t broke, don’t fix it…
What are your top 20 books in HCI and UX Design?
Thanks for A2A
As I am a keen reader, books on UX design, usability and HCI are now the integral part of my life and work. I always find them a highly helpful source for everyone who deals with UX/HCI. So, my top 20 books list looks as follows (it’s just a list, in random order, no any rating here):
- Steve Krug “Don’t make me think“
- Don Norman “The Design of Everyday Things“
- Alan Cooper “About Face 3: The Essentials of Interaction Design“
- Russ Unger, Carolyn Chandler “A Project Guide to UX Design“
- William Lidwell, Kritina Holden, Jill Butler “Universal Principles of Design“
- Cennydd Bowles, James Box “Undercover User Experience Design“
- Rex Hartson, Pardha Pyla “The UX Book“
- Jesmond Allen, James Chudley “Smashing UX Design”
- Susan Weinschenk “100 Things Every Designer Needs to Know About People” and “100 MORE Things Every Designer Needs to Know About People“
- Jesse James Garrett “The Elements of User Experience: User-Centered Design for the Web and Beyond“
- UX-Pin team “UX Design Process Best Practices“; “Timeless UX Design Trends”, “The User Experience Guide Book For Product Managers”, “User Testing and Design”, “Interaction Design Best Practices“
- Bill Moggridge “Designing Interactions“
- Jenny Preece, Yvonne Rogers, Helen Sharp “Interaction Design: Beyond Human-Computer Interaction“
- Bill Buxton “Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)“
- Jakob Nielsen “Designing Web Usability“
- Thomas Tullis, William Albert “Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)“
Here I have to stop as the number mentioned in the question is over, although, of course, there are lots of more books helpful and useful for UX design process.
My particular personal love are e-books from UX-Pin team (UXPin). I came across one of their books accidentally, surfing the Net, and since then I have been the one who doesn’t miss the free resources on UX/UI which they kindly and regularly share.
I also deeply believe that not only designers but also project managers and sales managers dealing with design tasks have to take their time on reading those books as they will get deeper understanding of the process and will be able to influence it more efficiently. That is actually what we do in Tubik Studio : here we have the studio library of books on UX/UI design, which we read and discuss regularly to absorb the experience of well-known experts and combine it with the latest trends in design sphere.
Has anyone taken the UX immersive 8 week program at General Assembly in NYC? Did it help you get a job as a UX professional? I’m thinking about taking the class and transitioning from marketing to UX.
Hello prospective UXDi student! Unfortunately I don’t have a short answer for you. I do have a lot of information though if you’re seriously considering the program, so I hope you humor me a little.
Just to give you some context: I am a (pretty recent) graduate of the UXDi in NYC. The course is now 10 weeks instead of 8, and in those 2 weeks they’ve added 1 week of visual design and 1 week of front-end. Both are extremely basic.
Let me start by saying that GA markets itself as providing the skills to make you a minimum viable UX designer, and get you hired so that you can gain real experience. They don’t promise a dream job out of the gate, they don’t promise to make you a UX pro. They promise the basic set of skills, the opportunity to build up a portfolio to get you started, a hiring network, and the 93% chance of getting an industry job 3 months after graduating.
The Good News:
1) I received several competitive job offers within a month of graduating, didn’t have to apprentice/intern at all, and I’m fully employed as a user experience designer in what is pretty much my dream job. I work on a project I love every single day, and I’m not a ‘wireframe monkey’. I do extensive research and usability testing, steer project strategy, and also do wireframing and prototyping.
2) Unlike what others have said, I did not have a background in visual design OR coding. That being said, I am naturally interested in good design, and out of curiosity I have taken HTML/CSS and Javascript short courses on Codecademy, but am by no means fluent in any programming language. Before UXDi, I was in a completely unrelated field.
3) I was happy to find that my instructors are pretty awesome and experienced in the field, and that the curriculum is very thoughtful and genuinely did arm you with a great understanding of the user-centered design process. The projects they set up are fantastic and provided a great way for you to apply your newly-acquired knowledge, and the client project at the end of the course was extremely helpful for preparing us for real client work. I came out of there knowing how to use Sketch, Omnigraffle, Axure, and a variety of other tools that have continued to be immensely helpful in my short career. I really love how UXDi balances a very portfolio-oriented approach with theoretical knowledge.
4) UXDi is the strongest program they offer at GA. UX itself is a hugely growing market (there are many, many opportunities out there), and there aren’t that many UX bootcamp competitors (yet). UX designers have all sorts of origin-stories, and at the moment you do not need formal education to be a successful designer. (In contrast, WDi is competing with a really saturated bootcamp dev market, and GA does not offer a very competitive course. The Product Manager immersive that recently started has even bigger problems – ~2 out of 25 students, 2 months after graduation, are hired. That program needs a lot of work.)
The Bad News:
My experience seems to be unique. Many, many of my fellow classmates are still unemployed. The course offers many positives, but for now, let me name the negatives and let you weigh the experience for yourself.
1) Like many have said, the admissions team of GA seems to have one criteria in mind, and only one: have the money to pay for the course. That’s it. It sounds mean, but I have classmates that should not have been accepted into the program based on their lack of interest/realistic expectations alone. Some of them barely paid attention to the instructors throughout the course, or were deadweights on partner or group projects. There should be actual standards in place for admission, or GA should have the guts to “fire” students who aren’t trying hard enough – thereby incentivizing students to keep motivated and keep competitive, and strengthening the GA brand.
2) Because of point #1, there are a lot of mediocre students who graduate and proceed to flood the entry-level market with very average portfolios and a poor grasp of UX, relying on nothing more than what GA has taught them to get a job. All of these things really stain GA’s reputation. Things my classmates and I have heard through the hiring process: that GA grads are everywhere and aren’t impressive, and that while GA grads have a “good UX toolkit”, they often lack the insights / maturity to know when to use individual tools.
3) The quality of your education is largely dependent on how good your instructor is. I’ve definitely heard a few instructor horror stories. I was lucky to have a few good ones, but it could have easily gone the other way.
4) The much-toted “93% hire rate” is certainly not true for my class. A few have been hired, some for even fantastic companies, but most of them have been struggling to get even internships or (genuine UX) freelance projects. Some have just gone back to their old companies with an added UX skillset. In the same vein, the Apprenticeship Program is often spoken about as a lovely safety net, but during our course, no one would answer any questions about it. We were told that “errmmm… while it is an option, you first have to find companies willing to hire you but that have admitted they don’t have the money to do so, and then they have to contact us, and then there will be a discussion, and yeah, I think that’s how it goes. But don’t depend on it.” Kudos to other classes that have been able to avail of this program, but for now, it seems to be a fairytale for us.
5) Post-course, you’re basically on your own. The outcomes program is pretty much a joke. As mentioned in previous posts, the much-heralded Meet-and-Greet is poorly-attended. The best companies already ask GA about their best students, and contact them separately. If you think that you’ll meet your future company at their organized hiring event, you are very sadly mistaken. Instructors who were your best friends during the course are too busy planning their next course and/or working on their own side projects to help you in any meaningful way.
6) Lastly, GA seems to be intent on reckless and exponential expansion. UXDi has 2 classes, and WDi has 4 classes, each semester. This doesn’t take into account the other part-time courses. Combined with lack of admissions standards, the graduation rate only appears to make things increasingly hard for each graduating batch.
—
I’ve thought long and hard for a couple of months about tips I can give you to make sure you aren’t just quitting your job and wasting $9,500, and this is it:
1) Test your passion for the field. UX sounds great, I agree, and everyone is attracted to [their perception of] “the startup / tech life”. That doesn’t mean that UX is for you, and the best way to figure out if it is, is to put in the work up-front. It’s good that you’re already on Quora, but read everything you can online about UX. There are touchstone books, medium posts by industry heavyweights, and constant meetups and talks. GA teaches you some of this stuff, of course, but what they do best is give you a holistic understanding – you still need to fill in a lot of the thought processes and heuristics yourself, so do it in advance. Live it, tweet about it, blog about it. Immerse yourself in the industry as much as you expect to in the course. Be interested. And, of course, don’t join UX if you’re only looking for a change and ‘don’t know where else to go’/because you heard that UX is the cool new thing to do/because you’ve heard UX has a low-barrier to entry/because you want to tell your friends you work for a cool start-up with a pingpong table.
2) Be willing to work your ass off. Be willing to learn anything, and everything. Not a visual designer? Take an online class on Photoshop. Volunteer to do wireframe design on your next project. Learn from a visual designer classmate. Don’t know any front-end? Do a few Codeacademy courses. They’re free. Plan a weekend HTML/CSS project and actually do it. During the course, learn from every project you do. See your classmate do something awesome in their project? Learn from it. Do it. Make it better. Being able to be a flexible and industrious is what will make you interesting to hiring companies. Why? Because the industry changes all the time. There are always new research, wireframing or prototyping tools and methods to use, and the best UX designers have the interest to learn them and keep learning.
3) Network. Like. HELL. The most amazing thing about the UX field is that is extremely flat and transparent. Go to the dozens of meet-ups happening at any given time. Make friends with designers, developers and PMs. Tweeting at UX titans will most likely get a response from them. Contact awesome UXers working out there and take them out to coffee, pick their brains – not because you want to weasel a job out of them, but because you believe that knowledge doesn’t come exclusively from books, so that every meeting is a learning opportunity, and because you understand that you can only get better.
In the end, UXDi gives you the steps of the user-centered design process and trains you on the current tools, but you’ll have to form a body of knowledge and a UX mindset all on your own to understand when to use a certain tool over another and when shifting your steps just might give you the most optimal outcome. In this case, a lot of your success weighs on you, and you alone. That is certainly not a bad thing, but it isn’t what GA promises. Understand that there may be odds stacked against you. But if you want it, if you’re passionate, then GA may very well be the place that changes your life. It did for me.
Andre Plaut and GA staff, if you’re reading this – Please, please, PLEASE reconsider how you’re running these immersive programs. If you keep expanding at the pace you are, without creating admission / graduation standards, you will do all the graduates and current students a huge disservice, and wasted all the effort you’ve put in to creating a great program.
UI/UX Design Patterns: What are good examples of registration flows that require a lot of info but manage to make it a painless experience?
Julian JamesThis is a great resource for the onboarding/registration process. The site shows detailed teardowns of how popular web apps handle their signup experiences.User Onboarding | A frequently-updated compendium of web app first-run experiencesI…
What do UX designers do?
Unfortunately the answer is that many UX designers don’t do UX anymore.
User Experience Designing is the designing of the whole user experience, and the confusion happens when people confuse design with visual design. Design is a process that may have multiple outputs, many of which are non visual.
What a User Experience Designer should do is architect a solution through user research, workshops, team work and through using a diverse tool set of skills, such as information architecture and content strategy. They should know why the project does what it does and why it does it from a users perspective.
Traditionally, and for good reason, a good UXer will hand across a set of blueprints (wireframes etc) for implementation specialists to work from. Implementation specialists include developers (front and back) and visual designers.
Also UX does not mean just web! If a person is a UX designer who does not user research, goes straight to code and visual design and only works in web then they are not a UX designer but a Web Designer.
In short – a lot of UX designers out there don’t do much UX.
Is Axure RP the best tool for UX out there?
No. Axure is buggy and difficult to learn.
UX Pin is now the best tool out there, even if less capable for programming complexe interactions.
The “Create new iteration” feature alone makes it superior to Axure. (picture bellow).
What are some good online resources for learning UI-UX?
Along with those listed here, I’ve included several more you should take some time to explore.
1. Learn the fundamentals
Before doing anything, learn the basics. Get a solid foundation of knowledge to understand what user experience design is, and how UI design fits within it. Become familiar with the terminology, the theories and best practices. Learn how to put them to use. There are many parts to the overall UX design process, but understanding them all will make you a better designer.
Here’s a few online resources/articles I would recommend:
- The Hipper Element by Joel Marsh (UX Crash Course: 31 Fundamentals)
- Lynda.com (http://www.lynda.com/Web
-User-Ex…) - Team Treehouse Blog (http://blog.teamtreehous
e.com/10…) - Smashing Magazine (http://www.smashingmagaz
ine.com/…)
2. Get to know the tools
As a UX/UI designer, you will most likely use a variety of tools throughout your career. Learn as much as you can about them so you can execute on deliverables as a UI/UX designer. From wireframing to mockups to prototypes, you will need to understand how to complete a variety of items which requires several different tools.
- Wireframing Tools
- Balsamiq: http://support.balsamiq.c
om/cust… - Omnigraffle: https://www.omnigroup.com
/video/… - Illustrator: 10 Tips for Building Wireframes With Illustrator – Tuts+ Design & Illustration Article
- UXPin: http://blog.uxpin.com/cat
egory/t… - UI Design Tools
- Sketch: Learn iOS design and Xcode
- Photoshop: https://www.google.com/we
bhp?sou…
3. Find a mentor
The best advice I received when beginning my career was to find someone who’s great at doing what I wanted to do. Find a mentor. Find someone who’s got the experience and is willing to share it with you. Network with other designers to talk to and learn from. You can read a blog I posted about the importance of finding a mentor (https://medium.com/@joey
This will be a person you’ll rely on throughout your career for advice, critiques and help. So choose carefully. If you are serious about learning and becoming a designer, I’d recommend our program at Bloc (Learn Web Design with a Mentor | Bloc). We do one-on-one mentorship with experienced professionals who will help you become a better designer.
4. Hone your craft
The best way to learn is to put your knowledge and skills to action, and continue learning. Learn by doing. Find a project and begin working on it. Once you complete that one, find another and build it. Build something for yourself. Build something for a friend. Build something for fun. Build something just to build something.
Disclaimer: I am the UX Design Director at Bloc (http://www.bloc.io), where we offer one-on-one mentorship for people wanting to learn how to develop for the web, create mobile applications or become a designer.
Does it violate Quora TOS to ask questions intended to get feedback for my startup idea?
Quora doesn’t have a policy against asking questions aimed at eliciting feedback for an idea or company. And to be clear, survey questions are allowed.
It’s possible that your questions would violate other policies.
How effective are carousels as a way of showcasing website content?
Carousels are very ineffective at showcasing website content. As part of a contract in which I’m helping to redesign a company’s website, I researched the effectiveness of carousels and found a plethora of research showing carousels (1) result in visitors missing the site’s messages and (2) make sites harder to use. Below, I’ve detailed the specific findings that back these claims up and included sources for the related research/studies.
(1) Visitors miss your messages:
- Research shows that users miss messages in moving carousels — not only the hidden 2nd, 3rd, 4th messages, but also very first message.In this study, a user missed the main message (which was in huge font in the center of the homepage) because it was in a moving carousel. [source]
- “Banner Blindness” – users can ignore messages in carousels because they can look like an ad when highly styled or moving. [source] [source 2]
- Studies show that users don’t click on carousels. In this study, around 1% of homepage visitors clicked on the carousel at all; of those who did click, 89% clicked the first image, meaning that they missed seeing the following images. [source]
- With one message highlighted at a time, relevant content can be hidden under a stack of carousel images and users may never see them. For example, if you have 4 carousel slides targeting the 4 customer segments, the homepage will alienate a large portion of users when they first land on the site. If a Bank comes to the site, there is a 25% chance of the carousel being targeted to them; if the first image they see is targeted to MNO’s, they’ll look away to the carousel to find information relevant to them, rather than waiting for content in the carousel to speak to them.
(2) Visitors find sites with carousels less easy-to-use:
- An eye tracking study testing 3 types of carousels showed that users found them distracting (4 on a 1-5 scale). [source]
- A carousel could decrease homepage load time if the images are high-quality (1 high-quality image is faster to load than 4).
- Moving UI elements can pose problems for international users as well as accessibility (screen readers and users with mobility issues). Slow-reading users can also get annoyed because when a carousel moves automatically, users lose control over the UI and their own reading experience. [source]
Related resources:
- On UX Stack Exchange: Are carousels effective?
- On UX Stack Exchange: Using a carousel on home page or not?
- On UX Stack Exchange: Are carousels effective on non-Ecommerce sites?
- Blogpost: “Carousel Interaction Stats“
- Blogpost: “Don’t Use Automatic Image Sliders or Carousels, Ignore the Fad“
- Sarcastic website: Should I Use A Carousel?
Is it necessary for people who program mobile games to also become graphic designers?
NO. NO. NO. NO…. NO… OMG NO.
For games, art is not an afterthought. It is not something you wipe up at the last minute, and be done with it. If programming is skeleton, design is organs, art is skin and hair. It is what make your game a presentable product instead of a barebone concept.
Think about your 3 pillars: Art, Design and programming, each is equally important to the other two. Each should have its own dedicated team, if not team, at least a person. You should have an artist, a designer and a programmer. Because these disciplines require different training, different way of thinking, and each solves its own set of unique problems. You can’t cut corners on these. You can’t hire an programmer and require her to also design your game, you can’t hire an artist and ask him to program your game.
That’s not to say cross-field training is unnecessary. An artist who know programming would know the potential technical difficulties for an art asset and try to create it differently, while a designer who knows a little bit of art, would make communication a lot easier if he draw out his level or character design. He might not have the caliber to create the final in game art, but a picture sure beats 10 paragraphs of description.
For small start ups, these responsibility often blend together. Artists needs to know programming, programers sometimes got caught up and have to help out with art. But just because some people are doing it, doesn’t mean it is a good practice, and it certainly doesn’t mean it is a necessity.
Hire an artist, Gosh. We’re not that expensive! A lot of us are more than happy to work with less money if the project is interesting enough. Don’t ask your poor programmers to draw stick figures.