Three years ago, we published a blog article that shed some light on the development of the iPhone. The motivation for writing the article was the fact that the iPhone was often used as reference when talking about usability goals and user interface design ideals and that design requests often could be roughly summed up as “Make it like the iPhone”. The blog article described of aspects of iPhone development that did not get the same publicity as the product and its user interface themselves. Those aspects were
- Apple’s complete control over design, manufacturing and marketing,
- a completely new operating system that had been created and
- the considerable effort in terms of time and money that had been invested in the project.
In the meantime, Apple has created several new versions of the iPhone and even included a completely new product in its portfolio: the iPad. After those success stories, it is no surprise that reference to “user interfaces like Apple” is still made. It is therefore appropriate to revisit the topic and add some insights regarding the “Apple design process” in general that have become known to a larger public, not least through the Steve Jobs biography. Such insights can prevent misguided approaches in which Apple-like results shall be reached without implementing a corresponding process.
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Communication is essential to UX design. As with other contexts, communication can be impaired by – sometimes very subtle – influencing factors, some of which were described in part 1 of this article. This second part of the article deals with additional aspects that can be detrimental to communication, such as (unconscious) language barriers and the “human factor” in UX design.
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There is a multitude of roles and job titles in the field of UX design. But regardless of what the involvement of someone in a UX design project is – communication is a key activity when it comes to successfully accomplishing many of the tasks in the collaborative domain of UX design.
Whether with users, project stakeholders or within a UX design team, “communication” entails much more than simply talking to respective receivers and making sure that the words come out right. There are certain pitfalls to avoid. This two-part article examines the role of communication in UX design in order to provide information that helps in communicating efficiently. In the article, the term “UX practitioner” is used to refer to the diverse roles in a generic fashion. The ideas described can be applied to in-house as well as external (consulting) UX practitioners.
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In the first part of this series I described how user interface design tools bring together developers and designers in a seamless workflow and gave an overview of the technical environments of Adobe’s and Microsoft’s tools in that area.
In this article, I am going to focus on the use of pixel and vector graphics in design, deal with some of the pros and cons of the two graphic types and finally give an introduction on the scaling of bitmap GUI components.
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This series of blog articles deals with the use of GUI development tools by designers and developers, with a particular focus on Microsoft Expression Blend and Adobe Flex Builder.
In the first part, I will have a look at the cooperation between designers and developers during GUI creation, describe some issues that can affect their collaboration and point out how GUI design tools can improve the overall design and development workflow.
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The previous part explained why both a pure pixel-based or pure vector-based approach to icon design implies drawbacks. As Centigrade provides professional icon design services, we continuously investigate how to make our icon design process more efficient and overcome technical shortcomings.
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