Review: A Review of the Balsamiq Mockups wireframing application
This is a review for Balsamiq Mockups. This is a reasonably-priced application for creating wireframes that is easy to learn and use suitable for smaller projects. Creating interactive prototypes out of Balsamiq wireframes is now possible with the release of another application called Napkee. This review talks talks about: Balsamiq Mockup specifications; Balsamiq’s distinct visual character and how it work both in favor and against Balsamiq being adopted by users; Pros and cons of the application; and a conclusion with a recommendation on who should use and what to use Balsamiq Mockups for.
Rautela, Abhay. Cone Trees (2009). Articles>Reviews>Software>User Interface
Enhancing User Interaction With First Person User Interface
First person user interfaces can be a good fit for applications that allow people to navigate the real world, “augment” their immediate surroundings with relevant information, and interact with objects or people directly around them.
Wroblewski, Luke. Smashing (2009). Articles>User Interface>Usability>3D
Powers of 10: Time Scales in User Experience
From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.
Nielsen, Jakob. Alertbox (2009). Articles>Usability>User Experience>User Interface
Bringing Gaming to the Disabled
To a huge number of gamers and would-be gamers, though, even the most sensible and well-laid-out controller scheme is unplayable. For them, accessibility and interface issues make gaming at best an incomplete experience and at worst a total impossibility.
Hartford Courant (2009). Articles>Accessibility>User Interface>Games
Minimizing Complexity In User Interfaces
Clean. Easy to use. User-friendly. Intuitive. This mantra is proclaimed by many but often gets lost in translation. The culprit: complexity. How one deals with complexity can make or break an application. A complex interface can disorient the user in a mild case and completely alienate them in an extreme case. But if you take measures first to reduce actual complexity and then to minimize perceived complexity, the user will be rewarded with a gratifying experience.
Tate, Tyler. Smashing (2009). Design>User Interface>Minimalism
Preferences Considered Harmful
Every programmer and user interface designer eventually comes to this point: You can’t decide how a specific part of your user interface should behave. It’s easy, of course. Just make it a preference, and everyone will be happy.
Mathis, Lukas. ignore the code (2008). Articles>User Interface>Usability>User Experience
Touchscreen devices can only work well if both hardware and software are uniquely optimized for touch interaction. Simply adding touch interaction to an existing device will make the user experience worse instead of better.
ignore the code (2009). Articles>User Interface>Human Computer Interaction
Fortunately, you don't see dialogs in web apps much, but this sort of modal dialog lunacy is, sadly, becoming more popular in today's AJAX-y world of web 2.5. Those who can't learn from history are doomed to repeat it, I guess.
Atwood, Jeff. Coding Horror (2009). Articles>Web Design>User Interface>Usability
This may sound a little harsh, but you'll see, when you do usability tests, that there are quite a few users who simply do not read words that you put on the screen. If you pop up an error box of any sort, they simply will not read it.
Atwood, Jeff. Coding Horror (2004). Articles>User Interface>User Centered Design>Usability
A common mandate at many software companies is “Make our products consistent!” I’ve heard this clarion call for consistency at every company I’ve worked for that has more than a single product or service. The rationale behind the consistency mandate is that it will reduce design and development costs, improve the overall quality of the software, strengthen the brand (“the products should all look like they come from the same company”), make learning easier for users, and reduce errors when multiple products are used together. These are all great goals, but there is a problem with the consistency mandate – consistency is complex, multi-dimensional, and sometimes at odds with other important goals like usability.
Wilson, Chauncey E. Designing the User Experience at Autodesk (2009). Articles>User Interface>Usability
XAML stands for eXtensible Application Markup Language and was created by Microsoft. It is currently the primary mechanism for declaratively creating the user interface in a Windows Presentation Foundation (WPF) application. WPF is part of the .NET 3.0 framework. Why discuss these very technical things in a design blog post? The answer is simple: because XAML is designed for designers. It has other uses of course, but one of its main tenets is that XAML enables the separation of UI and logic (code). That is a very powerful concept! In this and future posts, I will explain how a few of us at Autodesk are using XAML in our design process as a way to enable design refinement during the Development phase.
Stein, Matt. Designing the User Experience at Autodesk (2009). Articles>User Interface>Programming>XML
The Ever-Evolving Arrow: Universal Control Symbol 
The arrow and its brethren are everywhere on our computer screens. For example, a quick examination of the Firefox 3.0 browser, shown in Figure 1 in its standard configuration, yields eight examples of arrows—Forward, Back, and Reload buttons, scroll bar controls, and drop-down menus that reveal search engine, history, and bookmark choices.
Follett, Jonathan. UXmatters (2009). Articles>User Interface>Human Computer Interaction>Graphic Design
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