What we’re reading

To help us remain up to date on goings on in the digital design and technology industry we read A LOT here at Every Interaction. We tweet most of the articles we read, but we also keep a log of the interesting posts we find in this blog – What we‘re reading.

We also write our own posts where we share news and opinions on topics closer to home. View the Every Interaction blog.

Title case vs sentence case in ui

April 28th 2017

A little thing like capitalisation can be a big dealCan you spot the differences with the messages above? The left side has a few more capital letters than the right side. Big O, little o. Who cares, right?Well, if you…

How NOT to make your product a feature factory

April 19th 2017

An interview with John Cutler, senior product manager at Zendesk. John has written extensively on different product management topics. In one of his most widely read Hacker Noon posts, John discusses what he calls Feature Factories. In this post we explore…

The 10 TED Talks Every UX Designer Needs To Watch

April 18th 2017

Design has always run through TED’s veins—in fact, the ‘D’ in ‘TED’ stands for design. Through the years, the nonprofit has become an outlet of inspiration for many creatives alike.Primarily, design has one ultimate purpose—creating something that users can work…

9 simple but powerful UX writing tips for designers

April 18th 2017

In Design in Tech 2017, John Maeda’s seminal annual report, Maeda notes that “code is not the only unicorn skill.” His nomination for the other unicorn skill for designers? Writing.This shouldn’t come as a surprise to anyone who’s worked in…

Global Web browser stats – a new perspective

April 17th 2017

Think you know the top web browsers?Our traditional idea of the top five browsers may be over-simplified, outdated and skewed.If you attend web developer events in much of Europe and North America, inevitably you will see the same browser logos keep…

Hamburger Menu Alternatives for Mobile Navigation

April 17th 2017

If you’re working on digital products, you have already read dozens of articles describing how and why the hamburger navigation on mobile (and desktop!) hurts UX metrics due of its low discoverability and efficiency. (You can read some of best…

The Study of Design Psychology in UX

April 17th 2017

If you look up “design psychology” you will find that this field typically combines the disciplines of psychology, interior design and architecture to build physical and intentional spaces with meaning. It combines environmental psychology and environmental design, but it is…

Crafting good microcopy is a vital UX skill

April 17th 2017

(Photo by Nina Strehl)Delight is in the detailsWhen I think about the products I love, they all have one thing in common: delightful little details.There’s this coffee shop I visit almost every day. Whenever I order a drink, they always add a…

How to Optimise Your User Onboarding Experience

April 17th 2017

The age-old philosophy, Occam’s Razor states that all things being equal, the simplest and the most direct solution which can be derived with fewer steps, is usually the correct answer to any problem. When it comes to user onboarding, this is…

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Product Design

The ‘Product’ is the website, service, application, interactive thing being worked on by the business. The practice of Product Design is similar in a lot of ways to UX Design. It involves the coming together of many specific design disciplines...

Call to action (CTA)

A call to action is a marketing term that refers to a prompt that invokes a response leading to a sale. When referring to a call to action (CTA) in the digital design world we usually mean the interactive element that leads to the next step in the experience - something that needs to be clicked or tapped.

User testing

User testing refers to a technique used in the design process to evaluate a product, feature or prototype with real users. There are several reasons why you might want to undergo usability testing, the most common is that it allows the design team to identify friction in a user experience they are designing, so that it can be addressed before being built or deployed.

WYSIWYG

WYSIWYG (pronounced WIZ-ee-wig) is an acronym for "What You See Is What You Get". It helps identify an an interface that allows user input resulting in an output that is rendered in a similar way. For example; a word processor application interface might resemble a piece of paper,so when printed the user can see how the output will appear.

Content Management System

A content management system (CMS) is an tool that allows a website editor/administrator to manage the content that is displayed. Websites are made of HTML and CSS to create pages. Pages can be hard-coded but would require technical development skills to make changes. A CMS usually allows a person without coding knowledge to amend existing and add new content to a website using a WYSIWYG interface.

Responsive Web Design

Responsive web design refers to a web page that dynamically adapts its layout to fit the size and orientation of the device on which it is viewed. A responsive design allows for a more optimised user experience across desktop and laptop computers as well as smartphones and tablets of varying sizes.

User Stories

User stories allow the functionality of a product or service to be expressed as written descriptions of an experience as seen from the users perspective. The writing of user stories creates a list of design and development tasks to complete in order to create any required functionality.

User Interface

A user interface (UI) is a conduit between human and computer interaction - the space where a user will interact with a computer or machine to complete tasks. The purpose of a UI is to enable a user to effectively control a computer or machine they are interacting with, and for feedback to be received in order to communicate effective completion of tasks.

Personas

A persona in UX Design is the characterisation of a user who represents a segment of your target audience. On a project you might create any number of personas to be representative of a range of user needs and desires. The solutions you design must answer these needs in order to deliver value to your target audience.

Card sorting

A great, reliable, inexpensive method for discovering patterns in how users would expect to find content or functionality. Card sorting is used to test the taxonomy of data with a group of subjects, usually to help inform the creation of the information architecture, user flow, or menu structure on a project.

Brainstorming

A technique used to generate ideas around a specific topic. Often done in groups, but can be done individuals. The process usually involves writing down all ideas around a topic onto paper, a whiteboard or stickies often implying some kind of association.

Minimum Viable Product

An MVP is a product that has the minimum set of features to prove the most essential hypothesis for a product. Businesses building a new product can create a Minimum Viable Product to prove that an idea is viable and warrants further investment. A further benefit being that the next stage of development can be informed by feedback obtained from testing that MVP.

Sitemap

A sitemap is a diagrammatic representation of a hierarchical system. It usually depicts the parent-sibling relationship between pages in a website, showing how sub pages might be arranged underneath their parent groupings. This arrangement forms a map of the site.

User journey

A user journey represents a sequence of events or experiences a user might encounter while using a product or service. A user journey can be mapped or designed to show the steps and choices presented as interactions, and the resulting actions.

Prototype

A prototype is draft representation built to test ideas for layout, behaviour and flow in a system. Prototypes are an indispensable tool for resolving a large number of potential issues in a concept or business before too many resources are deployed to put a design into production.

Wireframes

A Wireframe is a visual schematic that conveys a basic level of communication, structure and behaviour during the design of a system. Wireframes are low-fidelity designs that bypass including a detailed user interface or visual design, conveying just enough to get across the core idea.

Usability

To say something is usable is a qualitative statement about how easy that thing is to use. Usability is an assessment of how learnable a system is and how easy a user finds it to use. The usability of a system or product is a key factor in determining whether the user experience is a good one.

Information Architecture

Information architecture is the design and organisation of content, pages and data into a structure that aids users understanding of a system. A more organised system enables users to more easily find the information they require and complete the intended tasks.

UI Design

User Interface Design is the discipline of designing software interfaces for devices, ideally with a focus on maximising efficiency, responsiveness and aesthetics to foster a good user experience.

UX Design

The practice of User Experience (UX) Design is the coming together of many specific design related disciplines to improve the usability, responsiveness, uptake and aesthetics of a product or service.

User Experience

A general term that covers all aspects of a user's participation while engaging with something that has been designed. Usually when talking about User Experience in the digital design field it refers to the interactions, reactions, emotions and perceptions while using an app, service, website or product.