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ux-principles

  • the good side: the development process is easier, hosting app is cheaper, deploy is easy, getting to millions of pepole

  • the bad side- competition, perfect application is not enough.

  • good ux can designate your app

  • ux vs ui

  • build screen for 'visa-kal' call center that reduce the time to allocate billings

  • screen with all the relvant ui elements

  • story on the guy that got the bill, trafic jam, call to call center

  • you are not the user

  • ux definition: the process of designing a digital interface that leads to effective meeting points

  • stove example

  • eyes forces

  • carusel example- devs, designers, product, qa look at the screen and say -i'ts nice/not - irrelevant - we need to find how the user use our app.

  • nielsen quote "most pepole just want to get in, get it and get out"

  • 1-2-4 (youtube, facebook)

  • F pattern

  • golden ration

  • 1/1 - never use it

  • side menu - connet to top or connect to right

  • grid items - space top or space side

  • too many options (the jam reasearch) - hick's law - pepole can handle 5+/-2 options

  • the 7 seconds law

  • fold - create part outside that pepole knows they can scroll

  • wireframes, prototype

  • personas

  • target audience analycies

    • interviews
    • focus groups
    • observations
    • questionnaries
    • bi analysis
    • analytics
    • eye/mouse tracking (heatmaps)
  • user journey

  • storyboards (airbnb)

  • mood base graphs (wix?)

  • when users use the platform (mobile all day short times, desktop during the office, tablet at night) - graph from pocket

  • define (decide how we’d like the user to scan the screen’s content)

  • desing (place elements in a correct order and lead them to scan like we’d like them to)

  • test (watch users use the screen to make sure they scan correctly)