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4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD.
Follow on twitter @4Dpipeline - Insights in product strategy and emerging technology for Mobile, 3D, VR, Augmented Reality, Visualization, CAD, PLM, AEC, BIM, and downstream 3D. 4D Pipeline - We Help You Make Digital Experiences Customers Love.
Curated by Jed Fisher
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Today, Google Design open-sourced 750 Material Design icons

Today, Google Design open-sourced 750 Material Design icons | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

Google Design are open-sourcing 750 glyphs as part of the Material Design system iconspack. The system icons contain icons commonly used across different apps, such as icons used for media playback, communication, content editing, connectivity, and so on. They're equally useful when building for the web, Android or iOS.

Jed Fisher's insight:

#design

Nice - save time, use standard HQ icons. Thanks Google

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Major iOS8 feature - screens recognize object touch size - Will Make Drawing on Your Devices Way More Intuitive

Major iOS8 feature - screens recognize object touch size - Will Make Drawing on Your Devices Way More Intuitive | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Perfecting your artistic technique using a stylus is about to get a whole lot more refined. With the introduction of iOS 8, your screen will be sensitive to the relative width of whatever's running across its surface. That's great news for folks who prefer Paper and other drawing apps to, well, paper.
Jed Fisher's insight:

A new feature in iOS 8 that slipped under the radar: Screens will now recognize exactly how big the object touching them really is. It's an intuitive step forward for the software, and it gives existing hardware a brand new life.

This is very significant, it goes beyond even drawing, to interaction and gestures. Major!

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The Future of UI and the Dream of the ‘90s — UX/UI human interfaces

The Future of UI and the Dream of the ‘90s — UX/UI human interfaces | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

This visual concept was seemingly fully formed towards the end of the 90s. Design aesthetics became systems of mathematically arranged lines, geometric shapes, numbers and cold colour palettes. All interfaces were stripped of humanistic elements aside from the occasional AI human face.

In this dream from the 90's, we hoped for a world where every computer knows us personally. We would wake up to them, have them around us all day, and they would be the last thing we interact with before we go to sleep. They would predict our needs and wants and all interfaces would feel as natural as having a conversation with a friend. Technology would become our primary means (or only means) of communication and we would form relationships with these objects that take care of us.

In other words, we’re expected to translate our emotions through emotionless interfaces.

Jed Fisher's insight:

#Design

Really interesting read. Talks about the big comparison of the Minority Report UI's we dreamed about in the 90s "emotionless interfaces" to the App UX experience we have now (incredibly

emotional).

I especially liked these two thoughts:

"In other words, we’re expected to translate our emotions through emotionless interfaces".

and "The pursuit of delight is in the details".

Some fantastic details throughout the article. Hat's off to the author. Compelling read. Reminds me a lot of the great book by Alain De Botton, Architecture Of Happiness.

Design is not only about efficiency, it's about delight, it's personal, and it's about a pleasurable experience.


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How User Experience Evolves in a Company - a New Look at UX Maturit...

User experience design involves many skill sets and methods but companies don’t always have staff with the right expertise or placed in dedicated user experie (How User Experience evolves in a company - a new look at UX maturity models

Via User Experience
Jed Fisher's insight:

Good summary. Slide 11 and 12 are the slides for what to aim for.

If you are trying to get buying on UX - these slides might help.

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iOS7 design review

iOS7 design review | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Thoughts on the new user interface style and aesthetics of iOS 7.
Jed Fisher's insight:

Design topic.

Ok since the world has gone iOS7 mad :-) Here is a link to the most interesting design review that i have found. Matt writes about colors vs borders, light, and content first. It's a really nice design overview. 

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ComplexInsight's curator insight, June 14, 2013 6:12 AM

Good find by Jed -  and a very valuable UI review. I would strongly suggest reading Matt's earlier piece on Ive's design approach: http://mattgemmell.com/2013/05/12/tail-wagging/ seriously worth readin if you are building products and user experiences. 

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Apple's 6 Simple Rules for Designing a Killer iOS App

Apple's 6 Simple Rules for Designing a Killer iOS App | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

Thanks to mashable and @cehl for the article and link. A gooo article overviewing the design of the very nice user experience of the Spun local-news app. 

Jed Fisher's insight:

Design. If you like this article you'll also like my earlier link comparing design principles from Disney's 1981 Animation with modern App Design.

http://uxdesign.smashingmagazine.com/2012/10/30/motion-animation-new-mobile-ux-design-material/

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3 Ways Bigger iPhones Will Change App Design

3 Ways Bigger iPhones Will Change App Design | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
User interface experts tell Co.Design how the bigger screens of the iPhone 6 line will impact app design across the industry.
Jed Fisher's insight:

Great summary of what to look out for with iOS8 and the bigger iPhone6 and iPhone6 Plus. 

1. Controls move to the bottom of the screen.

Lovely new useful feature.

2. Gestures replace buttons

Mobile First thinking and minimal UI has always been part of our 4D Pipeline UX mantras, we love using gestures and I'm happy to see more standard gestures coming.

3. Splitscreen Apps proliferate 

Ultimately this is why I've chosen to go iphone6 Plus, i want to test this out and use/develop for it. Incredibly useful. 


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How to beat the “paradox of choice” in UI design

How to beat the “paradox of choice” in UI design | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
"Less is more" is one of the most important minimalistic design principles every designer learns: you read about it a lot, you know it's really important, but s
Jed Fisher's insight:

Having a brilliant UI/UX is not something you get in one go. This is an excellent overview to the UI/UX optimization process. It's not easy, it takes iterations BUT there is a process, and the process does help in both user experience and the end result and also the time it takes  to reach this end result.

Nice article by Miguel Jesus from Todoist. Thanks!  

 

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Microsoft's Windows 8 Is The Perfect OS That Nobody Wants

Microsoft's Windows 8 Is The Perfect OS That Nobody Wants | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it
Windows 8 looks perfect. But new updates may revert its design to appease consumers. What is going on?
Jed Fisher's insight:

Reallly smart Design article.

First and foremost, good design solves problems.

With Metro, Microsoft made incredible art and bad design....

As the author of this article points out, some of the things they accomplished were huge challenges to overcome (for example, having a common interface across multiple devices, etc) but they were not challenges that end users really cared about (needed)...

From the article - the entire “content not chrome” idea is downright poetic but showing people their vacation photos in a tiny box is not necessarily faster or clearer than showing them an icon of a photo book.

Highly recommended article for all designers.

Key take aways - understand your customers need (input should come outward in, not inward out). and do user focus design (from beginning to end). Developing or designing in a silo does not work - you need to get out there and test it with real customers, listen to them and test it with them. Test it, fix it, test it, improve it, test it, fine tune it, test it, get it right, test it, ship it!

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Carlos Garcia Pando's comment, December 31, 2013 7:14 AM
Yes, and we must pay for it when buying computers.
Jed Fisher's comment, January 2, 2014 5:12 PM
I seem to be giving Apple a lot of money these days but it's now for their hardware!
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Approaching Mobile UX – A Product Manager’s Perspective

Approaching Mobile UX – A Product Manager’s Perspective | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it

When building the mobile interface for their existing products, Product Managers are faced with quite a few perplexing questions, especially related to the user experience on mobile. A report from ZDNet says UX is one of the most critical concerns for enterprises looking to develop mobile apps while another study points out that users prefer usability and good user experience over brand names.

Jed Fisher's insight:

Nice UX Design article on one of my old favorite PM websites. 

Anyone and everyone working on a mobile App needs to approach it in a unique way. If you are not a "mobile guy" become one, or at least buy an iPhone and give yourself some time with classic mobile UX Apps like Paper, Flipbook, Twitter, and so forth.

This article summarizes some of the key things to keep in mind, in particular - *Mobile application use is interrupt driven*.

If you've not gone mobile, or your mobile app is not working, give me a yell. 
Today, people think "is there an App for this" more than ever before. While web is not dead, mobile is damn sure convenient and in general a lot more pleasurable and personal to use.

Design and think mobile first.

 

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Can visual design be learned?

Can visual design be learned? | 4D Pipeline - trends & breaking news in Visualization, Mobile, 3D, AR, VR, and CAD. | Scoop.it


Balance
In order for a design to achieve symmetrical balance, all elements that contain similar information (A bunch of photos, a list of features etc.) should look the EXACT same.

....

Jed Fisher's insight:

Design topic.

Great answer by Colm Tuite.

Balance, Alignment, Contrast, Proximity, Whitespace.

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