In last blog post, I talked about some basic principles to follow when designing for multi-screens. There is 3Cs Framework (Consistent, Continuous, Complementary) I found extremely helpful when analyzing the strategies of multiscreen design.
However, there are more specific strategies could be discussed which I believe can also fit into the 3Cs Framework. The book Multiscreen UX Design provides 17 strategies of multiscreen UX, and I tried to categorize them into the 3Cs Framework:
- Mobile First: Concentrate on the smallest device first, which forces a meaningful structure of information
- Coherence: Individual features are optimized for device capabilities
- Fluidity: The display is switched between the screens involved
- Device shifting: The display of information or content is shifted to a separate device by the user
- Synchronization: Information is kept in sync and up-to-date across devices.
… Continue Reading »
Today, human live with screens, and most likely, with multi-screens. There are PCs, smartphone, tablets, TVs, smartwatches and more. People use them for different occasions or use them together. As a designer, I heard about terms like “mobile-first” and “responsive” a lot and have actually designed products across different platforms, while I found there is still a gap and struggle of designing for multi-screens.… Continue Reading »
The CUNY Graduate Center (GC) Library is in the process of revamping its digital presence. In order to do this in a way that centers the user’s experience, a careful examination of user behaviors, desires, knowledge, and expectations is required.
My design team, Team Buttons, set out to research the library’s target users in all of these aspects in order to provide the GC Library with the best possible high-fidelity prototypes to help guide the library’s website design process for desktop and mobile interfaces.… Continue Reading »
ABOUT THE PROJECT
Material for the Arts had discovered a declining usage of their website. They did not have a mobile optimized website and we were asked to propose a mobile-centered re-design. In this project, we designed a digital interfaces from a user-centered perspective based on user research, interviews and evaluation.
I had volunteered as the “Project Manager” which was to make sure that we submitted the group assignments on time and organized the group materials.… Continue Reading »
As part of an assignment for my Advanced UXD class, I had to interview a UX professional. Since the majority of my interest in UX goes beyond the realms of formal information institutions such as libraries or museums, I decided to get in touch with a designer that works in advertising creating digital branding experiences for an array of products and companies.… Continue Reading »
image source: https://tinyurl.com/y7kr7a7l
Every day we all feel a variety of emotions. And they vary depending on what tasks we try to accomplish. When it comes to usability testing, how do researchers know how users are feeling at each step of a task?
Emotions in design can be measured in a variety of ways such as: self-reporting, uncovering implicit feelings, and by measuring non-conscious reactions.… Continue Reading »
Calm is an app that aims to reduce anxiety and stress through guided meditations, nature sounds, and sleep stories. A wide range of preferences are accommodated: hurried users can quickly launch a 10-minute “Daily Calm,” while users seeking specificity can pursue 30-day programs centered around a particular theme. Named Apple’s 2017 App of the Year on iPhone, a staggering 5-10 million users have downloaded the app.… Continue Reading »
Remember the television show of the 80s called Knight Rider? If yes, I’m sure you are picturing the uber-cool black colored Pontiac Firebird with the blinking red lights. The show was a hit, mostly thanks to the futuristic feature-packed beast of a car that assisted its undercover-cop owner in solving crimes. The car could self-drive, follow voice commands, make decisions and so much more.… Continue Reading »
One of the key issues facing social media today is the prevalence of antisocial behavior. This makes user experience worse, and in many cases, it is the site’s design that unintentionally encourages this behavior.
What exactly do we mean by antisocial behavior? There are three key points that exemplify this issue:
- Dissuading users from connecting to people different than them
- Shielding users from disparate viewpoints
- Failing to prevent toxic in-groups and the spread of harassment
The problem is that most social media platforms currently operate using these strategies:
- They suggest friends/connections based on who you know.
… Continue Reading »
Hey designers, like it or not, virtual reality (VR) is really coming. We just spent or are still spending great efforts to adapt to the trend of mobile, now part of the focus should probably be shifted to look at the UX of VR. This article is going to talk about how UX looks like in virtual reality and what should be paid attention when designing for VR.… Continue Reading »