Building an UX design portfolio?
I have been thinking of rebuilding my portfolio since its pretty outdated and I wanted some views on the approach I should take
Option 1 : Have an approach in which I list all the projects (major ones) on the front page and…
Could gamification of training database work in a manufacturing environment?
I made a WPF app which contains and shows lots of training resources. The thing is, people aren’t very motivated to just open something and start reading/learning.
Does anyone have experience with this kind of application of…
What company’s UIs are at the forefront of design, and why?
Mark BurtonPath 2.0 has changed the way people think about social networking on mobile devices forever. It will be exciting to see what the team does from here.See how a sample Path menu was made in CSS3 here (pretty amazing): http://lab.victorcoulon….
When is it appropriate to autoplay music or video on a web site?
Never! If your website doesn’t encourage people to click play on the video then you need to rethink your strategy. People now expect the option to opt-in, i.e click play on your video rather then have it play automatically for them.
What is a “UX Unicorn”?
Let’s get this straight. A UX unicorn is a mythical object. A UX unicorn can solve not just an unusable interface, but also, poor strategy decisions, lack of management vision, an under resourced development team, a woefully inadequate budget, and a complete lack of design thinking.
UX unicorns don’t exist, but this does not stop product managers from their eternal quest to find a magical solution for problems.
However, if you are determined to find a UX unicorn, here are some places to look. UX unicorns tend to live in the misty mountains next to the Portal of Unlimited Creative Freedom. UX Unicorns can also be lured into your cube farm with Large Pots of Gold and Bonuses of Unusual Size.
How can I get good at visual and interaction design?
First things first: it is a mistake to constrain the word “design” to only “making things look pretty”. That aspect is actually the least important, in my opinion.
Design is about understanding problems. When you understand a problem fully, the solution nearly always becomes obvious.
The road to becoming a good designer is the same path as becoming good at anything else: practice, practice, practice.
Give yourself design problems, both simple and complex. Think about re-solving things you encounter every day: Stop lights. Cross walk markings. Microwave oven panels. Automated teller machines. Point of sale credit card machines. Paperclips.
All around you are real-world problems that have designed solutions. Study these problems and their solutions. Research why certain decisions were made (why are stop signs red?). Come up with better ones.
Build better mouse traps, as it were.
Pay attention to details, especially with well-designed objects and systems. A great thing to study is the interiors of aircraft. Why are things locked in certain ways? Why are the cabinets sized specifically?
Understand simplicity and ease-of-use. Why do police officers carry their gear in certain ways? What is the value of having the communications nodule mounted on the shoulder? Why are sidearms never slung for cross-draw? Police and military equipment is usually top-notch for simplicity and easy of use (consider explosive charges, stamped with “THIS SIDE TOWARDS ENEMY”).
When you start to understand the problems, you understand the solutions. And you can make better ones. And, most importantly, you will be able to communicate your designs.
Practice, practice, practice.
Practice your tools. Learn Photoshop, or Illustrator, or whatever. Learn color theory and psychology.
Learn when to innovate and when to imitate. Be comfortable with stealing ideas and having your own ideas stolen.
Practice, practice, practice.
And then you will be good.