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4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile.
Making digital products customers love. Insights into product strategy & emerging technology with 3D, CAD, Visualization, PLM, AEC, BIM, and downstream 3D. #mobile, #cloud, #game-changing. Curated by Jed Fisher www.4Dpipeline.com @4Dpipeline
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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 - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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 - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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, 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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Tesla’s Groundbreaking UX: An interview with User Interface Manager Brennan Boblett | UX Magazine

Tesla’s Groundbreaking UX: An interview with User Interface Manager Brennan Boblett | UX Magazine | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | Scoop.it

Via Peter Zalman
Jed Fisher's insight:

Good read and food for thought. I like Peter miss good ole fashion knobs that i can touch by feeling them. That said, I'm glad some companies are trying to reimagine car UX.

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Peter Zalman's curator insight, November 5, 2013 3:12 AM

Still not convinced..How to work with large display at night, or how to reach a knob without looking at it..

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Leap Motion: 1 million app downloads in 3 weeks

Leap Motion: 1 million app downloads in 3 weeks | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | Scoop.it

Leap Motion announced today that three weeks after launching, owners of the device have already downloaded over a million apps. In addition, Leap’s developer community has doubled, and the company has seen 25,000 new downloads of its software development kit that programmers use to build new apps.

It's about the size of a pack of gum, and attaches to your computer via USB. Leap Motion is also working with HP to build the technology right into your desktop or laptop -- and eventually into sma...

Jed Fisher's insight:

Incredibly impressive numbers by Leap Motion, read my past posts about them if you dont know them.  

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UX Design - From iPhone to iPad

UX Design - From iPhone to iPad | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | Scoop.it

When I sat down to wireframe this app, what I thought should be a simple exercise of translating views to a larger screen turned into a big challenge.Creating an iPad UI is hard, I learned—harder than it is for the iPhone [1]. Designing for the iPhone is wonderfully elemental. Imagine if websites had no sidebars—all you saw on a page was the most important, essential content. That’s what it’s like on the iPhone; it makes things easier.

But on the iPad, you have 8x as much screen space to fill...

Jed Fisher's insight:

It's Friday and hence time for a UX Design article!

At 4D Pipeline we help our customer create great products (including a lot of Apps). 

The 4D’s in our name highlight what we are all about (Define, Design, Develop, Deploy). These make up the phases of a product design process.

Of the 4 D's, the one which I personally find the most challenging and recognize we have the most room to still improve is Design - UX. 

Thankfully we've now got some awesome designers on our team but nevertheless I'm a big believer in continuous improvement.

This is a good article to illustrate isome of the UX challenges for when designing an iPad app.

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Can visual design be learned?

Can visual design be learned? | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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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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 - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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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Design for Fingers and Thumbs Instead of Touch :: UXmatters

Design for Fingers and Thumbs Instead of Touch :: UXmatters | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | Scoop.it
Design for Fingers & Thumbs -- not just "Touch" via @uxmatters http://t.co/l1TQJVCmUJ #mobile #UX #webdesign

Via User Experience
Jed Fisher's insight:

UX Design article.
Some people are all thumbs :) 

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RDV Weekly's curator insight, February 7, 4:12 PM

Fantastic point about some verbiage: when designers say "touch", they really mean fingers and thumbs...

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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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Approaching Mobile UX – A Product Manager’s Perspective

Approaching Mobile UX – A Product Manager’s Perspective | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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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iOS7 design review

iOS7 design review | 4D Pipeline - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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 - Visualizing reality, trends and breaking news in 3D, CAD, and mobile. | 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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