Many parts of applications are rarely experienced, yet we have to consider how the presence or absence of these states affect a user’s experience. It’s the UX designer’s job to go beyond visual design and make the best experience possible—including all the parts of the experience that nobody thinks to design.
Dashboard design is an art and takes some time to master. The challenge is to communicate analytics in a straightforward way, while allowing users to drill down into the specifics. It is about avoiding clutter, about catering for personalization, and about the prioritization of the right metrics. Dashboard design is a tricky science and to create that one design that is awesome takes some time and talent.
I’m writing this from a slightly saddened perspective, revisiting my favorite SNES RPGs and realizing something:
I’ve been spoiled by modern UX design.
It can be hard for designers to take a step back and look at an app or website through users’ eyes. Here’s where to start.
After any amount of time in the design industry, you’ll most certainly hear someone refer to users as “dumb.” People talk about having to “dumb down” interfaces, design for “the lowest common denominator,” and try to make applications “idiot-proof.”
San Francisco – The next big leap for virtual and augmented reality headsets is likely to be eye-tracking, where headset-mounted laser beams aimed at eyeballs turn your peepers into a mouse.
If you haven’t already incorporated usability into your product design process, you might wonder why it is necessary. After all, it’s certainly possible to release a working, bug-free product without performing any usability work at all. But incorporating user-centered design principles can lead to a much-improved product in several areas.
A game that rethinks the first-person VR approach
Virtual reality has traditionally been about transporting you to new worlds and making you believe you’re really there. It’s the immersion element, known as “presence” in industry lingo, that makes VR feel like magic. So it was refreshing to see Dragon Front, a new VR game in development for the Oculus Rift, take the approach in an entirely different direction.
Crytek’s new project for the Oculus Rift shows us exactly where VR gaming is going – towards heady and experiential gameplay
Above you, the craggy face of the cliff seems to stretch up endlessly toward the sky, offering perilously few footholds. In the far distance there’s a small village by a beach, bathed in orange sunshine – an exotic idyll. But below you there is … nothing. Nothing but a long deadly drop into the crashing sea far below. Your only option is to keep climbing.
One of the best books I’ve ever read on User Experiences is titled “The Elements of User Experience” written by Jesse James Garrett. In the book, he begins by telling the story of a man who wakes up and wonders why his alarm clock never went off. He goes to make coffee, but struggles with the coffeemaker. On his way to work, he stops for gas, but can’t get his credit card to work and has to stand in a long line to pay. When he is finally on his way, he is detoured due to an accident and arrives far later than he ever anticipated. He ends up irritated, sweaty, and lacking a much needed cup of coffee.
“So, Megan, what do you do?”
What a loaded question, geeze. I do lots of things. I run. I eat. I hang out with my 5 rabbits (yeah, they’re awesome). Everyone asks me this question at every networking event, and I still don’t have a succinct, articulate answer. I usually reply with something along the lines of,
“I do user research and product strategy consulting for early stage startups.”