Users spend 80% of the viewing time on the left half of the page vs. 20% on the right half. Standard designs will maximize user efficiency and company profits.
Voilà quelques mois que cet article me démange et les récents événements m’ont donné l’envie d’en parler sur mon blog. La question ici est la suivante : va-t-on vers une fin du de…
Le modèle de Kano est théorisé par Noriaki Kano en 1984 à partir du constat que la satisfaction et l'insatisfaction résultant chez un observateur de la perception d'un produit ou d'un service ne sont pas des concepts de valeur symétrique. D'après lui en effet, l'existence d'une caractéristique d'un produit/service peut satisfaire un utilisateur, sans que son absence ne provoque une sensation d'insatisfaction.
Carrousel ? Voici pourquoi vous devriez les éviter sur votre site
Les carrousels sont encore beaucoup utilisés, mais ne sont pas pour autant efficaces en termes de taux de conversion. Voyons en quoi le carrousel est un faux-ami pour votre site web.
Designing Efficient Web Forms: On Structure, Inputs, Labels And Actions — Smashing Magazine
Someone who uses your app or website has a particular goal. Often, the one thing standing between the user and their goal is a form. Forms remain **one of the most important types of interactions** for users on the web and in apps.
In fact, forms are often considered the final step in the journey of completing their goals. Forms are just a means to an end. Users should be able to complete them quickly and without confusion.
Retrouvez les tendances, méthodes et outils qui animent notre quotidien chez BAM ou nourrissent nos pratiques design à travers plus de 40 outils classifiés et évalués par notre équipe design
Handcrafted recipes to get you started with everything UX — user research, design, usability testing, and more. We're always cooking up new recipes, so check back frequently!
A Framework For Brainstorming Products — Smashing Magazine
The problem with brainstorming is, even if there are great ideas in the room, there is often no clear-cut way to decide on what ideas to take action on. But there is a technique that Jonathan Courtney has been using with all his clients over the past year to release or enhance many successful products. Over the last year he’s found that applied USM is not just a fantastic way to get ideas that nobody would have come up with on their own, it’s also the perfect alignment tool for your client or stakeholders. Let Jonathan show you exactly how it’s done.
Helping organizations develop a mature practice in Usability / User Experience Design. A seamless suite of consulting, training, certification, and tools.
An affordance is what someone can do with an object. When you see a well-designed everyday product, the perceived affordances should indicate how to use it. You shouldn't have to struggle to figure out how to use your shower to take a shower, and you shouldn't have to use trial and error—perhaps drenching yourself in cold water in the process. The design of an everyday thing should make it evident. An object should communicate a good part of how to use it through its affordances. A recessed button affords pressing it. A sticking-out dial affords twiddling it. A toggle switch affords toggling. An apple affords tossing and catching it; an anvil doesn't. A high stool affords sitting, leaning against or standing on it. Don Norman, who popularised the term in his classic book The Design of Everyday Things, talked a fair bit about doors. We can push or pull a door or slide it to the side. Sometimes, doors open upwards (though rarely downwards). In something as fundamental to our everyday living as a door, you might think that we had nailed their design sufficiently not to misuse them. However, I'm willing to bet that, like me, you have pulled a door when you needed to push it. A common culprit is adding a bar handle to a door on the side you need to push. While a flat plate attached to the door affords only pushing, a bar handle begs you to pull it. Often, a door designed this way gets a sign saying "Push." As Don Norman says, if your design needs a label, consider another design. Once, I nearly walked away from a library with my two small boys because of door confusion. After going through an outer set of glass doors that slid open automatically as we approached them, the next set of glass doors stood resolutely shut. Concluding that the library must be closed, we were just walking out when someone walked up to the second set of glass doors and simply pushed them open. The first set of automatic doors had so cued me that the second set would also be automatic, and the glass doors held no clue that they would operate differently from the outer set that I almost failed to get into an open building. Don Norman became so well known for pointing out the flaws of everyday objects that poorly designed products became known as "Norman doors." Don Norman's frustrations are mostly for everyday things. If you are an air traffic controller or an astronaut flying a space shuttle, it's reasonable to expect that some training may be wise to use all the advanced functionality. Yet in specialised environments like healthcare, good design—like avoiding storing drugs in alphabetical order—is critical to reduce the potential for failure. Digital products struggle to provide affordances. Apple's touchscreen interactions and trackpads have little discoverability of what you can do with them: swipe down from the top-right, swipe up from the bottom, double-tap the side button, long-press on an icon, two-finger swipe right, triple-finger tap—all effectively invisible. Interactions like these reward repeated use and require learning to be effective. However, I think it's reasonable to expect a warm shower in a hotel on your first try without requiring training. Also see: mapping, forcing function.
I created The Monster List of UX Books by compiling every list of recommended UX books I could find and then tallying the number of recommendations for each...