Tag Info

New answers tagged

0

If the site isn't designed so that I can read the text on my mobile browser, the mobile browser increasing the text size for me seems like good UX to me. This is, ultimately, a workaround for poorly designed web sites that aren't set up to be responsive.


0

Here's some examples from our good friends at Facebook and Gmail. Personally I like the facebook approach, but it's really just preference.


1

Web designers can accommodate for font boosting by using relative CSS units. So instead of setting a button's height as 20 pixels, you set it as twice the height of the font. That way the relevant parts of your UI will scale when font size changes. However, many websites don't bother, as responsive design is more complex and the number of users with old ...


0

If possible I'd avoid surfacing time stamps in the UI. It would be easier to understand if every time-looking text ("00:00") represented a duration. If this isn't possible I'd explicit label all time displays: download bmml source – Wireframes created with Balsamiq Mockups and have them all fixed in place. The time outputs that aren't in use ...


1

Your current design looks solid. I think the placement of the set duration works, but if you're incorporating a time stamp as well, you will need to differentiate them to avoid confusion. Maybe something like so: download bmml source – Wireframes created with Balsamiq Mockups Disclaimer: I was limited in icon selection by the mockup software. ...


1

Keep in mind Material Design is a set of guidelines, yet it doesn't cover all your possible scenarios. Furthermore, Material Design is built with mobile in mind, so think of each and every element as "mobile first". However, it's impossible to know all possible needs, so that comes from the developer's side, and once you build your table using Material, ...


1

Showing over 3 columns of data on a mobile device is usually not the best approach. The data will start to overlap, sometimes go out of its container, and be pushed together too tightly. One solution I use and am happy with is the responsive extension for datatables. You can check it out here https://www.datatables.net/extensions/responsive . This ...


1

I did a small User Testing with your icons. Chose 5 tech-savvy almost college aged kids who stay nearby and showed them the icons with the labels hidden. This is what they had to say This is the distribution for each icon Music-3 Songs-2 Movies-1 Videos-4 Search-all 5 More-all 5 But, the TV icon was ambiguous TV-3? Screen-1? Track pad-1? ...


0

I think this discussion is very interesting. On the ux podcast by Per Axbom and James Royal-Lawson I heard they talk about the "hamburger menus" used on mobile devices and how often this icon is pressed depending on if the button had the label "menu" next to it or not. I googled it and came across this related article. http://exisweb.net/menu-eats-hamburger ...


1

Set the the language to the default system language. Every mobile game app has to be like a really good butler. It should give the user everything they need before they ask for it. Add the languages options, possibly in a slide-out menu, for the sake of displaying as many languages as possible, and so that the user can find their language quickly. As ...


1

What you're looking for can be achieved by Filtered and/or Faceted Search. Basically, you use these filters to narrow the scope of the search, guiding the user through the search process and clearing iterative actions. For example, in your app: You can see some great examples, guidelines and "how to's" here


0

I think Amazon has something which would be of interest:


2

Some designers says putting lot of call-to-action together is better. Because the user can get their goals more easily and quickly. It's not true. It's not important how many actions as it is how productive those actions are. Because every action or interaction should take the user closer their goal while eliminating. I highly recommend you to read these ...


0

After posting the question, and looking at the tree some more, I realized I can optimize for the type of user persona by shuffling things around. For example, a user that wants to get started right away probably wants a quick Matchmaking option. By removing the "Matchmaking" button, and showing the "Ranked/Unranked" right away, I effectively promote that ...


1

You could also have a sticky element that expands into a form when clicked rather than redirecting to a new page.


1

I think this is a great idea; it saves space, lets the user get to it when desired, and increases engagement. To answer your questions regarding justification, simply look at Stack Exchange sites. Nearly everywhere you navigate to in the interface, the "Ask a Question" button persists. Something similar on your site should be effective, if implemented ...


0

I think you have answered your own question by saying the user does not know its there until they click on it. Also that is if they do click on the drop down or side menu. I think if the user doesn't know it's there then it might as well not be there. The tabs will provide more visibility and they will take up more real estate but I don't see that as a huge ...


0

My guess: folders are legacy for desktop applications. The reason is: humans can handle only one level of hierarchy in an instinctive way. This was shown over-and-over again on various cognitive tests. Monocline grouping, as termed by Alan Cooper in About Face, while referring Donald Norman, seems to be the natural way of organizing things. Abilities of ...


0

It would seem to me that the bell icon is fairly common for "notifications/alerts". Not quite sure why it was adopted as such, but one theory could be that bells have historically been tied to either time notifications [(church bells or clock towers)][1], warnings, or event kick-off. Might be a bit more abstracted these days, like showing a floppy disk for a ...


1

I think the mockup makes sense, although I definitely think some user testing is required to figure out the 'best' way to do it. Once thing to be wary of is analysis paralysis with lots of choices. If you give the user a screen like this there's like 12 icons and it's pretty overwhelming - personally I couldn't be bothered processing that! So the other ...


0

When you're not sure I suggest sticking to standards - especially for your beta to first launch. You can always do a mock-up and see how your users respond to your mood icons - do they get it? Using standards reduces your user's need to "think" because they see controls (in this case using STARS to rate) that are familiar and they already know what they ...


2

First of all, where is this planned to be used? What's your target audience? Is this for kids in a forum or discussion board? Is this to review products? Is this intended for management levels in a corporation? Is this for western culture? Eastern? How do you plan to convey neutral statuses? What if I don't like the post or whatever? What if I find it ...


1

Do you think it is going to be easy to compare ratings using images? I think if you want to use icons, then you can't have too large a scale otherwise it will be difficult to tell the difference between say 3 and 4, whereas in a normal rating system this will be quite clear. Also, what will you do with average review ratings, would you round it up?


1

Pretty simple, as an Android developer there is a very clear description of the back button. As others have posted: http://developer.android.com/training/implementing-navigation/temporal.html. What I must say the way your app seems to work sounds to me like a poor design in this case the back button should indeed allow to create a huge backstack ending in ...


0

The most common example of handling navigating to children on mobile would be the traditional hamburger menu. You can continue expanding as much as required. Note the "+" next to "Image Gallery" which will expand another list of children.


0

It's very important to consider In-App feedback to communicate directly with users, without them getting away from the app to send an email or tweet the problem. This will enable you to: 1) Two-way communication with users to know what's working and what's not. 2) Save time collecting feedback to continuously iterate and enhance your app.


0

I would advise keeping the print button when displayed on mobile/tablet devices, you're assuming that when people print the screen from their devices that they want to get a paper version. It is possible to print to a pdf that saves to their local/cloud storage which is especially useful for booking confirmations, receipts etc. Obviously I can't tell you ...


0

In this case, what I feel is, let the user feel comfortable while using the app. So as stated by both the friends above, Next button should be placed. However I would like to suggest small change here. Enable the Next button only after user selects the country. So the scenario will be : List of countries will be shown, user will tap on any one of the ...


1

Agree with point raised by Krishna, let the user select despite the prior detection of the location. In addition to that I would add the concept of "highlight" or "focus". If the a location has been detected, bring that option (e.g. United Kingdom) up in the list, or make sure that the focus of the scrollable list is on that specific country so that the ...


2

Let the user select the country. This will bring consistency to the UI without losing anything at all. If you add next button this will increase a tap which is same as selecting the country from the list. The biggest advantage you gain from this approach is that you will have consistency in the UI and user will already know from his experience with prior ...


4

Yes and no. In general the game's UI should be custom-tailored to the game rather than using generic platform-wide styles that don't really fit in. For example, most of the modern minimalistic styles seek to look futuristic and sleek. Hence, they would feel really out of place in games set in the middle ages where the purpose is to look and feel old, not ...


1

Zero is never an option because, then, the edge of the screen becomes attached to the font and, therefore, becomes part of the font, making it harder to decipher. In the few cases where this has been an issue, 8px is the closest to the edge we've gotten for text. I don't recall if 4px works in some cases but breathing room matters.


1

You seem to be already familiar with it, but staged obligation is one of the best methods for lengthy form inputs. This might be best exemplified in online store checkouts. Instead of inputting their shipping/billing address, applicable discounts, and payment info all in to one lengthy form, it is broken down into steps. This is also seen in surveys, where ...


11

Maybe something like this could work: Since you have such a small number of options just make them large, press-able buttons which display a checkmark once you tap them. This list obviously scrolls off the screen but I think you get the idea. download bmml source – Wireframes created with Balsamiq Mockups


5

Painting a row of numbers Imagine you have a row of numbers in boxes, you can click individual boxes to select/deselect them, or you can click and drag to select multiple ages. Click to select ages (click and drag to select multiple ages) | 6| 7| 8| 9|10|11|12|13|14|15|16|17|18|


15

One idea: draggable multiple range sliders Instead of 13 checkboxes you could use one slider, on which the user can select multiple ranges and single values. See an example of such a slider here: http://blog.153.io/Elessar/. Your slider would then go from 6 to 18 and instead of having time labels you could show the selected age. When moving the spans you ...



Top 50 recent answers are included