Articles tagged design

image

It’s 2018. You’re making software. That means you’re making user experiences. And that means you’re dealing with UI designers. Even if you’re used to dealing with creatives in general, user experience design is still a more complex and nuanced engagement due to how directly involved the user is with that end experience, as well as the technology backing that experience. The UI team you hire is bringing creative, problem solving, design, interaction, and technology expertise to your project. And you need to manage that team and those skillsets while incorporating your own subject matter and product strategy expertise in a way that yields the best possible experience for your users. Basically, you don’t want your design feedback blowing the product up.

But your input will be required at many different points in the software-making process. Some of those points involve looking at designed mockups of what your website or app might look like. That can be an overwhelming or an underestimated task. We’re talking colors, fonts, organization of elements, page flows, interactive states, branding, imagery, and more. Even one seemingly innocuous piece of feedback can cascade into a less than ideal experience. Here are some tips for how to avoid that issue and get the most from your UI team.

Strategy vs. Tactics

As a stakeholder, you know your business and the specific business goals for this experience better than anyone in the room. That makes you invaluable to the end product. But that also makes you invaluable in a very specific way.

Giving strategic feedback instead of tactical feedback to a creative team helps them understand where a design might not be aligning with the business. If we only discuss feedback in terms of changing colors or fonts we’re not getting at the why a color or font should change. How does that color support our business goals? Is this font appropriate for our audience? How do the interactions on our site fit into a user’s workflow? Asking these types of questions of your creative team can go a long way to getting your app designed in a way that maximizes their expertise for compelling experiences and combines it seamlessly with your business goals.

Hierarchy vs. Size

The cliché design criticism is “make the logo bigger.” Which, of course, can be valid feedback. But instead of thinking about how big the logo should be right away, consider if the logo is the most important element on the screen.

That’s design hierarchy. Are the elements that are most important to your business and most important to your customers getting the right amount of attention in the right order?

Sharing what information is the most important to your message with the UI team can help them design a screen to draw the viewer’s eyes to the most important element in your message and then on to the next most important element, and so on, guiding them through the experience and the story. Sometimes this is done by making a logo bigger, but more often it is achieved by adjusting elements according to common Gestalt principals like proximity—adjusting the space between elements—continuation—visually connecting elements together—or similarity—grouping like elements.

Advertising Branding vs. Interface Branding

Most companies have thorough brand guidelines for print and advertising. However, most companies do not extend those guidelines to branding their digital applications. Often, this means the creative team needs to make assumptions and judgment calls as to how the brand should translate to a digital design.

We see this happen all the time. The UI team comes up with an innovative design that wields the brand in new ways, and the stakeholders are forced to kibosh it, not because they don’t like it or think that it’s innovative, but because they have no context for judging it. They feel it’s not in brand because there’s nowhere in the brand for it to be. It’s a tragedy.

The answer to that, obviously, is to extend your brand guidelines to user experiences, but in lieu of that, here are some general guidelines to consider with your UI team when translating a brand:

Color

One of the easiest ways to bring a brand to a digital platform is by implementing the colors of the existing brand. However, often, in digital applications, more colors are needed than exist in the brand. Digital applications may require more colors for error feedback, warnings, colors for alerting the user to changes, or large sets of colors to display data in visualizations. In that case, you should ask your UI team about the new colors and how they keep the brand’s essence intact, as opposed to judging the colors themselves based on vague personal aesthetics.

Typography

Years ago, you couldn’t use any font on the web except Arial. Today, more and more type designers license web versions of their fonts to be used in software and websites. Talk to your UI team about using the same fonts you use in other branded materials and securing the proper license. It’s worth the investment. However, if that isn’t a possibility, engage with your team and give them the freedom to put some thought behind what fonts will work best on a screen and fit with your existing brand.

Imagery

If your company already has a strategy for creating branded images across your existing materials, your UI team should be considering how to bring that over to your digital applications. When looking at design mockups, consider how imagery is being used, how it’s unique compared to the competition, and—just like every other design decision—how it supports your brand and your business strategy.

It’s 2018. You want to make intuitive, branded, and visually engaging software, and your UI team can get you there. But the process requires everyone involved to contribute according to their expertise. Ultimately, though, it’s your input around the business’s goals that will help your UI team make a great software experience for you and your customers.

Alex Carr is the Director of Creative Services at Maark, where he leads a team of illustrators and designers focused on marketing, branding, and product design for our clients.

Oh geez. Look what we can do now. And by we, I mean a group of researchers from Tel Aviv University and by now, I mean “still in the prototype phase.”

And while that’s usually enough of a caveat to ignore whatever’s being talked about, what these researchers are doing really fires the imagination in the near-term.

Basically, these researchers have created a software that has the potential to democratize 3D image manipulation the same way that software has already democratized 2D image manipulation.

Today, anybody can alter anything about a photo with the click of the button and no real training. This demo seems to show that same type of ease in turning objects from a 2D picture into manipulatable 3D objects.

I don’t even have the vocabulary to really discuss that kind of stuff.

But I do know that such a capability could be coupled with the spreading accessibility of 3D printers to create a whole new world when it comes to our relationship with real objects.

And by whole new world, I mean whole new world.

Not sure what I mean by “real objects”, though.

Read more about it here on Wired.

User Illusions

Whether we’re creating strategy and messaging, designing an interface, or building an app here at Maark, the user is our guiding light. At least, what has traditionally been called the “user.” It’s a loaded term and there have been entire schools of thought and library shelves of books dedicated to those four letters.

Here’s a recent paper by Olia Lialina called Turing Complete User that does a great job of succinctly covering the history fo the term “user” and the shift away from it to more personal terms. She then posits that we might not want to move too far away from the term.

We need to take care of this word because addressing people and not users hides the existence of two classes of people—developers and users. And if we lose this distinction, users may lose their rights and the opportunity to protect them. These rights are to demand better software, the ability “to choose none of the above”, to delete your files, to get your files back, to fail epically and, back to the fundamental one, to see the computer.

She also talks about the general purpose user, or “Turing Complete User” as part of her framing of that idea:

General Purpose Users can write an article in their e-mail client, layout their business card in Excel and shave in front of a web cam. They can also find a way to publish photos online without flickr, tweet without twitter, like without facebook, make a black frame around pictures without instagram, remove a black frame from an instagram picture and even wake up at 7:00 without a “wake up at 7:00” app.

It’s a long, thought-provoking read and worth it for anybody in the space.

Photo credit: ~dgies, Flickr.