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Here are posterous posts filed under ui...

pierrel says...

Go to gomockingbird.com (it'll take about a minute to load) and then go to "Save->Save as..." put in anything for the project name. It'll ask you to "Login or Register". Type in your email address and as soon as you tab into the password field it will recognize that you aren't a user and then change into a "register" dialog. Really sharp.

Not only are they using the whole "try before you buy" strategy, but the "buy" (i.e. signup) part is done really well. Really smart use of AJAX.

Also the product itself is fantastic. Mocked up my current little project's UI in about 5 minutes. Very responsive and easy to use.

Filed under: mockingbird, software, ui

This collection of 12 cool and innovative packaging designs may give you the idea spark to make your next product ID concept pull away from the pack.

Filed under: Design, Innovation, Packaging, UI, UX

MichaelNozbe says...

Today I visited our local Apple store to finally "feel and touch" the new Mighty mouse - world's first multi-touch mouse. Man, it's a beauty and pleasure to play with:

This tiny mouse looks like one of the most powerful mice in the world and yet...

... it has no buttons and no scrolling wheels!

So it basically lacks everything you'd expect from a mouse.
And yet it's so powerful!

And this doesn't mean you have to learn to use this mouse. Not really. Just move it around, click, scroll, right-click... Same old same old.
Plus it has new gestures even!

This the typical Apple genious - remove noise, remove unnecessary buttons but improve the user interface and the way stuff works "behind the scenes".

In the world where all mice manufacturers where adding buttons, scroll wheels, etc. - Apple removed them altogether.

As a startup owner/founder my goal with Nozbe 2.0 was to do the same thing: remove noise, remove buttons, sliders, dropdowns...

And yet when I look at it I see there is still a lot that can be done... So I decided to do "weekly reviews" of Nozbe in a search for something to remove.

That's right. I'll be removing stuff from Nozbe. Literally.

Follow Apple's advice:

Keep removing noise while adding new features.
Make stuff work "behind the scenes" and not "in your face".

Question: Which product has made your life simpler lately? If you're a Nozbe user, which stuff you don't want to see on your screen?

--> me I'm Michael Sliwinski and I'm an entrepreneur who's also the...
.. Founder of Nozbe.com - a time and project management web application
.. Editor of Productive! Magazine - a global PDF publication on productivity
.. and a blogger as well as a producer of a weekly 2-minute Productive! show.

Filed under: apple, startup, ui, ux

Mr Berre says...

So Twitter finally allowed everyone access to their "new" lists feature... and it kinda sucked. I'm not saying lists are a bad idea, in fact I love them. But the implementation is amateurish.

Just look at this interface:

You'll notice I've made all my lists private. Which required me to :

  • click each list,
  • then click "edit" on the page for the list,
  • then I had to select the proper radio button,
  • and then I had to confirm that I was sure about this because this would remove all subscribers to the list... except there were no subscribers!

Perhaps they made this so hard by design. But looking at other Twitter features, I can't help but feel that they just aren't good at this. They've got this amazing platform, but their own interface is horrible and awkward.

This could (and should) have been so much better.

Please note that this is just a minor thing that bugs me about these lists, there are other far more important issues. And IMHO that's not a coincidence: if they can't get the simple stuff right, how are they ever going to get the important ones in order?

Filed under: lists, Twitter, UI

Browny says...

Filed under: design, product, slide, UI

adaptive says...

http://bird.ly

Filed under: feature, ui

bachian says...

via youtube.com & @iperelmuter

Filed under: ui, video

Tristan says...

Filed under: infographics, UI

jeffran says...

Having fun with some Tufte concepts: Small multiples and targeted use of color.

Filed under: Design, UI, UX

Tristan says...

Photo of a submarine control panel

It’s no great mystery that truly great user interfaces are the ones that are engineered to stay out of the way.

‘Staying out of the way’ means not distracting your users. Rather, good UIs let your users complete goals. The result? A reduction in training and support costs, and happier, satisfied and highly engaged users.

When getting started on a new interface, make sure to remember these fundamentals …

Editor’s Note: Kyle will be talking about User Interface Design at The Future of Web Design NYC.

1. Know your user

“Obsess over customers: when given the choice between obsessing over competitors or customers, always obsess over customers. Start with customers and work backward.” – Jeff Bezos

Your user’s goals are your goals, so learn them. Restate them, repeat them. Then, learn about your user’s skills and experience, and what they need. Find out what interfaces they like and sit down and watch how they use them. Do not get carried away trying to keep up with the competition by mimicking trendy design styles or adding new features. By focusing on your user first, you will be able to create an interface that lets them achieve their goals.

2. Pay attention to patterns

Users spend the majority of their time on interfaces other than your own (Facebook, MySpace, Blogger, Bank of America, school/university, news websites, etc). There is no need to reinvent the wheel. Those interfaces may solve some of the same problems that users perceive within the one you are creating. By using familiar UI patterns, you will help your users feel at home.

Graphic comparing an email inbox with CoTweet's inbox
CoTweet uses a familiar UI pattern found in email applications.

3. Stay consistent

“The more users’ expectations prove right, the more they will feel in control of the system and the more they will like it.” – Jakob Nielson

Your users need consistency. They need to know that once they learn to do something, they will be able to do it again. Language, layout, and design are just a few interface elements that need consistency. A consistent interface enables your users to have a better understanding of how things will work, increasing their efficiency.

4. Use visual hierarchy

“Designers can create normalcy out of chaos; they can clearly communicate ideas through the organizing and manipulating of words and pictures.” – Jeffery Veen, The Art and Science of Web Design

Design your interface in a way that allows the user to focus on what is most important. The size, color, and placement of each element work together, creating a clear path to understanding your interface. A clear hierarchy will go great lengths in reducing the appearance of complexity (even when the actions themselves are complex).

5. Provide feedback

Your interface should at all times speak to your user, when his/her actions are both right and wrong or misunderstood. Always inform your users of actions, changes in state and errors, or exceptions that occur. Visual cues or simple messaging can show the user whether his or her actions have led to the expected result.

Screenshot of BantamLive's interface showing that it provides feedback with a loading action
BantamLive provides inline loading indicators for most actions within their interface.

6. Be forgiving

No matter how clear your design is, people will make mistakes. Your UI should allow for and tolerate user error. Design ways for users to undo actions, and be forgiving with varied inputs (no one likes to start over because he/she put in the wrong birth date format). Also, if the user does cause an error, use your messaging as a teachable situation by showing what action was wrong, and ensure that she/he knows how to prevent the error from occurring again.

A great example can be seen in How to increase signups with easier captchas.

7. Empower your user

Once a user has become experienced with your interface, reward him/her and take off the training wheels. The breakdown of complex tasks into simple steps will become cumbersome and distracting. Providing more abstract ways, like keyboard shortcuts, to accomplish tasks will allow your design to get out of the way.

8. Speak their language

“If you think every pixel, every icon, every typeface matters, then you also need to believe every letter matters. ” – Getting Real

All interfaces require some level of copywriting. Keep things conversational, not sensational. Provide clear and concise labels for actions and keep your messaging simple. Your users will appreciate it, because they won’t hear you – they will hear themselves and/or their peers.

9. Keep it simple

“A modern paradox is that it’s simpler to create complex interfaces because it’s so complex to simplify them.” – Pär Almqvist

The best interface designs are invisible. They do not contain UI-bling or unnecessary elements. Instead, the necessary elements are succinct and make sense. Whenever you are thinking about adding a new feature or element to your interface, ask the question, “Does the user really need this?” or “Why does the user want this very clever animated gif?” Are you adding things because you like or want them? Never let your UI ego steal the show.

10. Keep moving forward

Grandpa Bud: If I gave up every time I failed, I would never have invented my fireproof pants!
[Pants burn up, revealing his underwear]
Grandpa Bud: Still working the kinks out a bit.

from Meet the Robinsons

Meet the Robinsons is one of my all time favorite movies. Throughout the movie Lewis, the protagonist, is challenged to “keep moving forward.” This is a key principle in UI design.

It is often said when developing interfaces that you need to fail fast, and iterate often. When creating a UI, you will make mistakes. Just keep moving forward, and remember to keep your UI out of the way.

Editor’s Note: Come hear Kyle speak about User Interface Design at The Future of Web Design NYC.

Photo credit: flickr.com/photos/lostamerica

Filed under: design, UI