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Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Saturday, January 20, 2018

Getting started is more important than being right


Starting design without the starting line

https://dribbble.com/Martin_Kundby
A really great lesson I have learnt is to adopt and adapt the ‘design process’ that we have been drummed with to everyday design and problem-solving. Not only as a student but as an Intern we are constantly reminded of design thinking and other processes that should be used. But are we ever reminded of when and how they are the most appropriate tool?
There’s a small dark area that no one really teaches you and it’s what to do when there is no user research before the project starts. The user-centred design approach is designing for real people and users, identifying a problem. But what if you are tasked with a problem when you have no real knowledge of those people or specific users? Sure, you could go and do research but why use all of that time when your solution could not have any value to the end user?
There are no rules on where and how to start, different projects require different needs and we should be taught to learn and adapt to these needs
I believe it’s because of the way in which we are taught these processes that we come to believe they are linear. Design is romanticised to be this all-knowing, ‘the user is everything’ golden process but in reality, these concepts and methods are flexible and should be used as tools to solve our problems, and not as linear processes. What needs to be emphasized more in the teaching of these approaches is that there are no rules on where and how to start. Different projects require different needs and we should be taught to learn and adapt to these needs.

Getting started with no starting line…

One method I have learnt to use when starting a project with no prior user research is by approaching it as a Sprint and adapting the tools in the method to the project needs.
When I say no user research, this does not mean I haven’t taken some time to become familiar with the project or the people I would be designing for. I mean I haven’t tested, interviewed or really got close to real users. I used Youtube…
Anyway, by becoming familiar with the topic and it’s users on the surface level you are able to start exploring the problem and thinking up certain hunches.
Once you have an initial understanding of the problem and potential users, I jump straight into storyboarding. These storyboards are assumed situations for different scenarios the user may encounter. I make sure to do two storyboards for each use case — One extreme (novice) to the other extreme (expert). I find this starts to highlight some potential problems as we start to visualise how user needs are arising.
From these needs, you can start to build more tangible questions in the form of How Might We’s to cluster and form a bigger problem statement to start a project with
This may seem like a pragmatic approach to starting a project but I believe it helps build concepts quicker to test with users and validate if the idea or solution is worth spending more time and money on to do user research. Just a really nice way to get yourself started when you feel overwhelmed that there has been no user research!

I used this approach in a recent project to build prototypes and validate an idea early at Bosch. Fail fast, learn faster you know?

I want to learn, design and write stuff. I’m currently an intern in the user experience team at Bosch Power Tools and an Industrial Design student at Loughborough University. Feel free to get in touch.


Wednesday, January 17, 2018

The Things Junior UX Designers Should Do More Of (Not Just Design)


As a designer starting out in the beginning of your career, you may not know what to expect during your first job. You could be given lots of work and because you are the new designer on team, you do things without question. You might think you are expected to know everything because nobody said you should seek out the things you need to help you.
Having worked in the design industry almost every summer in college, I’ve learned a thing or two about how a new designer, such as myself, can navigate through challenges and learn in environments based on implied messages of what we should or shouldn’t do. Knowing the basic tools and techniques of good design is essential, but it’s the small details surrounding how we work which can help us progress and open doors. Here are a few tips that growing designers should take into consideration during their first year on the job to accelerate career growth.

Asking for Help Doesn't Make You Stupid

It’s okay to ask for help, but the issue that some designers may allude to when they say asking for help is a big no-no is the phrasing. Instead of directly asking for help, ask for feedback and advice. If you need help with doing research, join a research session. If you need help with moving forward in a project, ask designers to join you in prioritizing ideas. This will provide you with direction. Instead of receiving a hard-cut answer, you receive validation and perspective, things that will help you develop your own point of view. Designers don’t receive answers, they problem solve to get there.

Saying “No” is better than saying “Yes” all the time*

Note the asterisk. You are in control of what you want to do. You can decide when you reply to that e-mail or if you want to go that meeting. We are often given so many things to do that we can’t do all of them, yet we think we have to. Many designers, especially in the beginning of their career, do everything they are told to do, and this distracts them from the work they need to do the most. Decide on what is most important to help get your work done and prioritize.
Don’t say yes for the things that get in the way of producing quality work.
Delegating tasks and prioritizing is hard, but if you can do that, you will get so much done (and more). It’s okay to say no for valid reasons because it tells people that you know what’s important.

Speak up

During a critique, we are excepted to provide feedback for our peers, but not everyone does it because they might be self concious of their thoughts, or they don’t make the effort to help. Don’t be selfish with ideas. Ideas are meant to be expressed and help our fellow designers design for the people. Feedback is a gift. Feedback is what results in more iterations and better experiences.

Take Breaks

I used to work hard constantly, whether it was at home, with friends and family…You name it. But then I realized, without fault, I will be working for the rest of my life and work isn’t ever really “done”. I was taking the time to work on something fleeting, when I could have been spending time with the people I loved and the things I loved to do outside of work. Also, too much work can increase stress which can increase burnout. It makes sense to do as much work as you can to get to a certain job or rank, but that takes time. Just do what you can and relax when you feel overworked or exausted. In the end, health is more important than work because without health, we can’t work.

Be Present

As tempting as it is to work from home, especially for people who have the privilege of doing so all the time, it is crucial to be present. Even if the quality of work has not been affected, as designers, collaboration is such an important aspect of the way we do things. Being present in the office can make all the difference, especially when working with the people on your team. It’s not a team if everyone isn’t present.

If you have any questions about design, message me on LinkedIn and I’ll write about it!

Links to some other cool reads:

To Build An Amazing Design Team, Founders Should Start Here


Today, you’re going to learn how to build an amazing design team.
In most startups, design is often overlooked or seen as a nice-to-have instead of a must-have. But this mentality can quickly send startups on a one-way trip to the startup graveyard.
The first thing founders need to understand when thinking about the design of their mobile app or product is that design is not limited to the pixels. The design of an app is much more than pretty buttons and cool animations. The design is how the app is experienced from the moment it’s opened to the moment it’s closed. Your design can be the difference between building an app that people come back to over and over again and an app that is downloaded and never opened a second time.
Once you have a clear understanding of the important role that design plays in the success of your app, it’s important to realize that a design team’s success is determined by more than just the people you bring on board.
A design team’s success is also determined by the the roles they play, the tools they use, the culture they operate within and the structures that allow them to deliver results. Founders need to take each of these elements seriously if they want to assemble a high-quality design team and equip them for success.

Hiring The Right People For Design

Picking the right people for your design team is the most important of all. If you hire the wrong people, you’ll start down the wrong path and may eventually have to start all over with a new team that can actually deliver. Finding the right designers for your project can be challenging — but it’s not impossible.
Walk in to your search for the perfect design team knowing exactly what you need. Do you need one person who can be contracted for a short period of time, or are you looking to build a 3- to 4-person design team that will become a fundamental part of your startup’s DNA? Identifying which kind of team is right for you at this stage will be a huge factor in knowing where you should look and whom you should look for.
We’ve worked with all kinds of companies, from early-stage technical teams to startups with existing design teams and revenue. In both cases, MindSea was hired to help with design because of our ability to tackle mobile design challenges and deliver quality iOS and Android app experiences for our clients.
As you build your design team, it’s important to look at their previous work to see that they can deliver. It’s also important to take the time to speak with their past employers or clients to ensure that your prospective designers are reliable and easy to work with. If you can accomplish this, you’re more likely to find a successful design team than if you judged them solely on their portfolio.

Picking Roles For A Design Team

Like any other professional team, design teams should consist of assigned roles. Each role comes with a different scope of responsibilities, tasks and expertise. The structure in which these roles operate is an important factor, as it can make or break a team long-term. A lot of early-stage startups make the mistake of creating no clear roles for their design teams and hoping they will instead design by committee. In reality, the best approach for a design team is to establish a sense of structure.
Here’s what the typical roles on a design team look like:
Design Director: Directors push their teams to answer the tough questions about their decisions and are constantly trying to ensure that design decisions are based on reason, not gut instinct. The design director has the final say on the design team when it comes to decisions about the approach being taken.
Design Manager: Managers are responsible for making sure that the design team delivers on the overarching vision and successfully executes based on strategies and plans. Design managers understand how to make experiences that matter and how to help other designers do the same.
Designers: Designers come up with and implement ideas related to how the product works, how users interact with it, how it looks and how it behaves between frames. Within this role, there are a variety of specialties, and some design teams require a vast range of expertise — designers can take on roles in UX, illustration, animation and more. Together, this collaborative group will be on the front lines of bringing the project to life.
If you’re a large startup, hiring for each role would be an ideal scenario, but for early-stage startups, that’s not always a financially feasible solution. Keep in mind that roles and individuals don’t have to match up perfectly — one person can take on multiple roles. In small startups, it’s common to hire only one designer, and that individual takes on the triple role of design director, design manager and individual designer.
Limited resources are one reason that many early-stage startups outsource their app design to a third party. Our own partnership with Glue is a great example of how a third-party team can help a startup bring their ideas to life through design:

The Best Tools For A Design Team

It’s important to arm your team with the best tools of the trade.
There are a number of tools that can help designers craft a quality app, but not all designers are the same. Some designers have a preference for one tool over the next, so in the early days, you shouldn’t force your designer to use a specific tool just because you want them too. In a startup, you need to be optimizing for speed — if a designer is faster on one software than the next, let them use the tool that will take less time.
In this blog post, our design director, Reuben Hall, does a great job highlighting a handful of tools that designers use to plan and build beautiful apps. I strongly recommend that you take the time to check it out and consider these tools when you begin to think about your design process and what you’ll need to equip your team with.

Creating A Design-Friendly Culture

When you’re building your design team, another key component of the equation is the culture that surrounds your team. The culture of your organization as a whole will have a lasting impact on how work is developed and what your final product looks like.
Founders set the company culture within a startup. If you’re committed to open communication, it’s more likely that your team will follow suit. If you’re committed to embracing ideas from anyone regardless of their title, it’s more likely that your team will be too. The takeaway here is simple: Embrace the habits you hope to instill within your team to build a lasting corporate culture.
One of the most important parts of a healthy company culture is a commitment to design. Too many founders view design as a secondary element of the product, when in reality, the design of the product is what often determines its success or failure. Founders can help create a culture that celebrates design by enforcing regular design reviews, ensuring that design always has a seat at the table and hiring the best design talent possible.

Use Design Reviews To Improve Communication

Design reviews should happen throughout the design and development process. Early on in a project, a design review could be a quick meeting with another designer before presenting a concept to the larger team for a more in-depth design review. During development of an app, designers should regularly review in-progress builds to ensure the UX and layout of the app is as amazing as it was envisioned to be. At any stage of a project, a design review is an opportunity for improvement. Teams that overlook design reviews as a part of the process are often left scratching their heads wondering how they missed key features — once it’s too late.
While design reviews are tactical efforts that have an impact on culture, a startup’s design vision is also an important piece of the puzzle. Your design vision isn’t a scheduled action like a standing meeting, but rather a set of guiding ideas that must be communicated to the entire team from day one. It should act as the foundation of all design decisions, ensuring that when tough decisions need to be made, someone at the table is invested in the design of the product, not just the technical specs.

Wrapping Things Up

A quality design team can help a good product become something great with just a few weeks of work.
Not sure if you need a design team quite yet? We’d be happy to jump on a quick call, learn more about your vision and give you some insight based on our experiences helping other startups. Get in touch today!

Tuesday, January 16, 2018

The Making of Apple’s Emoji: How designing these tiny icons changed my life


Sample of emoji I made at Apple in 2008.
When design leads to friendship, and that friendship leads back to design, magic happens. This is the story of how an intern and her mentor designed Apple’s original emoji set and together changed the way people communicate around the world. It was also a project that led them to become lifelong friends, a key ingredient in the success of these tiny icons. In a nutshell, I was the intern and Raymond is my lifelong friend and mentor. In the course of three months, together we created some of the most widely used emoji: face with tears of joy, pile of poo, red heart, and party popper, plus around 460 additional ones. Later, as a full time Apple employee, I even got to create a few more.
It was the summer of 2008, and I was one year away from receiving my MFA in Graphic Design from the Rhode Island School of Design (RISD). It was the same summer I landed an internship at Apple on a team I was eager to meet. The same design team responsible for the iPhone; a magical device that launched the year prior at Macworld Expo in San Francisco. One could only imagine the size of my butterflies as I flew to Cupertino and arrived at 1 Infinite Loop. To add to the uncontrollable fluttering, I had no idea what project I would be given, the size of the team, where I would sit, or if I could really bike to work (I’m terrible on bikes).
Soon after my arrival and meeting the team (oh and biking to work!) I was handed my project. I was still trying to make sense of the assignment I’d just received when someone asked if I knew what an emoji was. And well, I didn’t, and at the time, neither did the majority of the English speaking world. I answered ‘no’. This would all change, of course, as the iPhone would soon popularize them globally by offering an emoji keyboard. Moments later I learned what this Japanese word meant and that I was to draw hundreds of them. Just as I was looking down the hallway and internally processing, “This isn’t type or an exercise in layout, these are luscious illustrations,” I was assigned my mentor.
For the next three months Raymond and I would share an office and illustrated an array of faces, places, flags, animals, food, clothing, symbols, holidays, sports, and well, you probably know the rest. But long before any of this was complete, I had to learn how to design Apple-styled icons. We split the batch and the lesson in humility and craftsmanship began.
Raymond designed the face with tears of joy and pile of poo and I designed the red heart and party popper. Emoji examples are from Emojipedia.
Raymond taught me everything there was to know about icon design. Little did I know that he, my humble mentor, was one of the best icon designers in the world. In other words, I sat next to one of the best iconographers, got to pick his brain until I could kick off my training wheels, all the while exchanging stories of our time growing up in South Florida including our trips to ‘Pollo Tropical’ in the search of amazing plantains. Lesson in humility, check.
My first emoji was the engagement ring, and I chose it because it had challenging textures like metal and a faceted gem, tricky to render for a beginner. The metal ring alone took me an entire day. Pretty soon, however, I could do two a day, then three, and so forth. Regardless of how fast I could crank one out, I constantly checked the details: the direction of the woodgrain, how freckles appeared on apples and eggplants, how leaf veins ran on a hibiscus, how leather was stitched on a football, the details were neverending. I tried really hard to capture all this in every pixel, zooming in and zooming out, because every detail mattered. And for three months I stared at hundreds of emoji on my screen. Somewhere in there we also had our first Steve Jobs review, which had created a shared experience of suspense and success when they were approved for launch. And if Steve said it was good to go, I’d say lesson in craftsmanship, check.
Sometimes our emoji turned out more comical than intended and some have a backstory. For example, Raymond reused his happy poop swirl as the top of the ice cream cone. Now that you know, bet you’ll never forget. No one else who discovered this little detail did either.
Another example is the order in which we drew them. We left the tough ones to last, so the dancer with the red dress emerged towards the end of my internship as it was the one that kept getting punted. You can thank her ruffled dress for that and Raymond for the final output. The woman’s turquoise dress with the brown waist band, on the other hand, was one I drew earlier in the process. It was inspired by the color palette and proportions of a dress that my sister had created in real life that same year.
So from funny backstories to realizing he and I attended high schools less than 30 miles apart, our shared past and days drawing together triggered unstoppable laughing spells with watery eyes and all, in other words, with tears of joy. Ten years after my internship, Raymond and I still fill a room with laughter and he continues to provide me with the most flat out honest feedback to keep me in check, and vice versa. All this is what I believe made the emoji successful, our friendship through design.
When I spotted the ever-changing rock found at Bernal Heights Park in San Francisco, both Raymond and I had to pay tribute to the magical pile of poo. Photo taken in 2016.
This year will mark the tenth anniversary of Apple’s original emoji launch. They were first released in Japan on November of 2008, shortly after my internship at Apple concluded. I had no idea that within a few months of completing such project, it would revolutionize our culture’s way of communicating or how the emoji would physically appear everywhere. And I mean everywhere: toys, apparel, stickers, candy, music videos, books, jewelry, landmarks, movies, and whatever else you’ve seen.
It should be noted that although Raymond and I, Angela Guzman, are the original Apple emoji designers responsible for the initial batch of close to 500 characters (and were awarded a US patent for them), there are of course additional Apple designers. Amongst them, Ollie Wagner created around a dozen of the original set after the conclusion of my internship, and many more the following year. The set now totals somewhere in the thousands — some are even animated!
Ten years ago Raymond and I worked on one of my favorite projects to date, one that led me to experience my own ikigai. This Japanese term is defined as the place where one’s passion, mission, vocation, and profession intersect; what some would say the reason to get up in the morning — literally me in 2008. I would eagerly wake up, and on the days I had to bike, I’d carry my bike down three long flights of stairs and head to work with a smile on my face. Now that’s magic!
Gift from Raymond upon the conclusion of my internship, his version of real life emoji. The orange, apple, and eggplant were part of a set that I had created.
On that note, I would suggest to any designer looking for their reason to get up in the morning to find their humble mentor, or be one, and get on the road to friendship. Because magic happens when design leads to friendship, and that friendship leads back to design. For every emoji made, I learned something new. For every emoji made, Raymond and I became better friends. The better friends we became, the better designer I became. In this case, friendship and design happened one emoji at a time. And that’s a story worth sharing.

9 Effective Tips on Visual Hierarchy


Sufficient visual hierarchy is a foundation of a successful digital product. It helps to organize UI elements in an effective way so that content would be easy to comprehend and pleasant to see. The presentation of visual elements has a great impact on user experience. If the components are organized wisely, users navigate and interact with a product without efforts and enjoy the process.
So, what makes powerful visual hierarchy? Of course, different kinds of products require different methods of building it still there are some common solutions helpful for UI content organization. Today’s article provides useful tips on creating the compelling visual hierarchy for web and mobile products.

Keep business goals in mind

There are often business goals standing behind a digital product. To achieve them, creative team needs to work out which UI elements are more important and prioritize them according to their roles. For example, all the elements on e-commerce websites perform the tasks of various levels. The item images are usually the main eye-catchers since they have to encourage customers to consider it. A heading goes after the image explaining what it is and the next important stage is a CTA button calling people to buy an item. By considering business and marketing goals set for the website or app, the creative team can effectively prioritize visual content and make a product stand out the crowd.
Design Agency Landing Page

Consider scanning patterns

In our previous articles, we mentioned that before reading a web page people scan it to get a sense of whether they are interested. Different studies, including the ones by Nielsen Norman Group, have revealed several popular scanning patterns among which “F” and “Z”-shaped.
F-pattern appears mainly on digital pages or screens with the big amount of content such as blogs, news platforms etc. Users’ eyes move in F-shape: first, they scan a horizontal line on the top of the screen, then move down the page a bit and read across the shorter horizontal line, finishing with the vertical line down on the left side of the copy where people look for keywords in the paragraphs’ initial sentences.
Z-shaped pattern takes place on the pages which are not so heavily concentrated on copy or those which don’t require scrolling down. The pattern is the following: people first scan across the head of the page starting from the top left corner, searching for core information, and then go down to the opposite corner at a diagonal, finishing with the horizontal line at the bottom of the page from its left to right.
Knowing these patterns designers organize content putting all the core UI elements on the most scanned spots to draw users’ attention.

Functionality first

The visual hierarchy may seem to be oriented only to the aesthetic aspects but it’s not like that. First of all, by structuring and organizing visual elements designers need to make sure a product is clear to use and the navigation works right. The visual hierarchy which is built exceptionally on aesthetics can’t work effectively. User interface with the badly structured content leads to the bad UX. So, while building visual hierarchy designers need to consider functions of UI elements and a role they play in the navigation process.
Seafood Recipes Landing Page

White space is a visual element

White space, or negative space, is not just an area between design elements, it is actually a core component of each visual composition. It is a tool able to make all the user interface elements noticeable to users’ eyes. Designers can group or separate UI components so that they could create the effective layout. Moreover, negative space helps to emphasize particular elements which require deep attention from users. White space is an effective instrument for creating visual hierarchy so designers need to work on its balanced usage.
Colony Landing Page

Apply the golden ratio

We devoted one of our latest articles to the golden ratio applied in design. It is a mathematical proportion of the elements of different sizes which is thought to be the most aesthetically pleasing for human eyes. The proportion equals 1:1.618 and it is often illustrated with seashell-shaped spirals which many of you could have probably seen.
Designers often apply golden ratio at the stage of wireframing. It helps to plan a structure for the layout placing and sizing user interface elements in the right proportion which will be pleasant for users.
Tracking Widget

Use a grid

A grid is one of the key tools applied at the different stages of the creative process and visual hierarchy is not an exception. A grid helps to structure all the components and put them into the appropriate sizes and proportion. What’s more, designers can effectively work with the negative space since a grid shows if the elements are placed proportionally and even.

Add some colors

Color choice and combinations are essential for visual hierarchy as they help users to distinguish the core elements. The thing is that colors have their own hierarchy which is defined by the power of influence on users’ mind. There are bold colors such as red and orange as well as the weak ones like white and cream. Bold colors are easy to notice so designers often use them as the means of highlighting or setting contrast.
Moreover, applying one color to the several elements you can show that they are somehow connected. For example, you can choose a red color for purchase buttons so that people could intuitively find them when they need.
Financial Service Website

Pay attention to the fonts

Visual hierarchy includes a core subsection called typographic hierarchy which aims at modifying and combining fonts to build the contrast between the most meaningful and prominent copy elements which should be noticed first and ordinary text information. The fonts can be transformed by regulating sizes, colors, and families as well as their alignment. Different fonts can divide copy content into different levels so that users could perceive the information gradually. However, designers are recommended to keep the number of fonts within three since too many fonts look messy and make the design inconsistent.

Three levels for web, two for mobile

As we mentioned above, different fonts form typographic levels which consist of such elements as headlines, subheaders, body copy, call-to-action elements, and captions. There are three typographic levels: primary, secondary, and tertiary. The first one includes the biggest type and aims at drawing people’s attention to the core information on the screen. The next level provides copy elements which are easily scanned and help users navigate through the content. The tertiary level usually applies body text and some additional data which is presented via relatively small type.
In many cases, web products include all three levels since they are more likely to provide the big amount of content. On the other hand, designers are recommended to keep the number of layers within two while creating typography for mobile. The small screens don’t provide enough space for three levels so the elements of a secondary level such as subheaders have to step aside to make mobile UI look clean.
WineYard App
Effective visual hierarchy is not only about aesthetics. It aims at providing problem-solving navigation and interaction systems as well as friendly user experience. To create a sufficient visual hierarchy, designers need to organize all UI elements considering the functionality and business goals.

Monday, January 15, 2018

The big secret about “tech people”, fixing things and how to control your technology


Hint: it’s neither hard nor dangerous

In this article, I’d like to talk about the “divide in technology” and how you can become proficient at solving tech problems even if you have never done it before.

The Gap

There is a fundamental divide in how people deal with tech problems. It seems that some people see computers, smartphones and other technical devices as “black boxes”, most of the time doing what they want, but at times showing frustrating errors or just plainly stopping to work.
Others (with a winking eye referred to as “tech people”) see those devices as a system of parts: hardware, software and things that run on the internet. While errors and failures are certainly annoying, they are merely symptoms that some part of the system is malfunctioning. And since it’s technology, the various components can be fixed.
The difference between those groups is that the first group is intimidated by technology — you might hear someone say “Oh, he (the computer) doesn’t like me”, as if it’s a personal thing and the technological system can be blamed. The other group doesn’t put the blame on the system as a whole, vicious entity, but instead treat it as it is: a collection of parts.
It’s no shame to belong to group one, after all, technological education and systems thinking is rarely taught and if you never had someone else introduce you to the topic, you were likely never exposed to the ideas behind it. However, I encourage you to read on and discover it’s quite easy to understand and to switch over to the “tech” side in no time.
Why should you do this? Because it gives you power and control over the things you own. You are absolutely capable of fixing and repairing both software and hardware problems, once you understand the basics. And each time you succeed in fixing something, you will gain confidence and experience. Plus, it’s actually pretty fun.

Everything is just a collection of parts

As mentioned in the intro, every piece of technology is a quite elaborate collection of parts, divided into hardware and software. The hardware is the actual thing that you carry around, most of the times small boards or chips that fulfill a certain function.
Two good things: those components are similar on almost all systems (I’m talking about computers, tablets and smartphones).
They all have a processor unit (doing the computations), a permanent storage (where all your photos are for instance) and a temporary storage (supplying the files that are in use right at the moment to the processor).
Those three are absolutely necessary for the basic functions. Then, of course, you have things that support everything else: batteries, screens, sensors, input devices (keyboards, trackpads), wireless chips and a series of boards connecting everything together.
The second good thing is that you don’t need to understand how each of those components work (or even how the system works at all) and you can still fix the system as a whole.
On top of this, there is software: an operating system and applications running on this system. Again, you don’t need to understand how this all works, just be aware of its existence.

Have you tried turning it off and on again?

It seems like a tired old joke, but it’s quite true. More than half of all errors on almost all systems can be “fixed” by turning off the system and restarting it.
This allows the system to begin with a blank slate, it reloads the software and starts all calculations afresh.
It is truly the one thing that a “tech person” will do first when trying to fix a problem. Switch everything off (completely, ideally also disconnect the power), then back on. You will be surprised how many errors are never showing up again! This technique can be adapted to resetting and reinstalling software, but we’ll get into that in a later article.
Turn it off. Turn it back on. Fix most of your errors.

You can’t really break something

I find that most of the time, people are not trying to fix things because they are afraid to damage those things permanently.
Another good thing (this article is full of positivity): you can’t really break something as long as you don’t physically break part of the system. Keeping your technology dry and reasonably clean is a good way to start.
It’s also quite unlikely that you damage your software beyond repair. Rest assured that there is almost always a way to completely reset everything. Which brings us to the next point and then we will go into the details.

Store your files securely

As mentioned above, your files are stored on the permanent storage (hard drive) of your device. Luckily, in the last decade it has gotten incredibly easy to also store all your files in the “cloud”, meaning a separate computer somewhere on the internet, owned by a company.
The most famous of these services, like Dropbox, iCloud, GoogleDrive and OneDrive are reliable and widely used, while alternative might be suited to special needs.
I won’t go into any detail on how to choose the best service, you should be fine with typing “best cloud storage providers 2018” into Google.
The point is: while I said you can’t break anything on your system, you might lose your files, programs, settings and achievements if you don’t save them on another device first.
Use a cloud storage, external hard drive or another computer to move important documents out of your system for the time of the repairs.

Things change, for better or for worse, it’s never just you

You know the saying: never change a running system. Many software developers don’t seem to heed this, they are constantly updating, improving, iterating and changing.
Most of these changes are benign, while sometimes they break the very thing that you rely on for your work. It is annoying, it costs energy and time.
Yet, we all have to accept it, sort of the price we pay for getting accelerated technological progress.
And despite the myriads of different technological configurations, operating systems, smartphones and programs there are, there is a high chance that someone, somewhere has already had the same problem and found a solution and shared it with the world.
Which brings us to…

The big secret

This is the big one. The secret you have been waiting for. How do “tech people” actually fix things?
The answer, of course, is a simple process.
They google the error and then follow whatever other people have tried.
Yes, that’s all. That is how most of the errors get solved and how most things get repaired and in fact, how most things are learned.
You just google what you are trying to do and then spend some time going through the answers. It might not be the first answer that helps you, but chances are that somewhere in the first five answers, something will.
The art is within the right phrasing of the question. I’ll walk you through an example: recently, my 3D software “Blender” started to display black boxes instead of the usual interface. It was mildly annoying, so I tried to fix it.
Here is how you construct the google query: type the program name first, then add a short and succinct description of what’s wrong. For instance: “blender 3d displaying black user interface”. Here is what Google gives me:
Click on the first answer.
And I simply go to the first answer, which is a site called stackexchange.com. It is a platform/ community where lots of tech questions are answered and it is quite trustworthy. Reading the question that someone else asked, I think that they have the same issue. And behold, below there is an answer.
Turn off nVidia shadowplay, thanks J. Larsen!
I know that shadowplay is a program for my graphics card, so I turned it off.
It fixed the issue, no more black boxes.
If I didn’t know how to turn it off, guess what: I’d google it (“turning off nvidia shadowplay”). There are tutorials for everything online.
This principle works with any error message, too.
Just don’t click it away angrily, look at it, read it and if you don’t understand it, copy the exact words into Google, combined with the software from which it came, for instance “windows 10 error 0x80200056”. It looks like gibberish and I have no clue what it means, but other people do!
Put it into Google, read the first answer (like seriously, read it like a really good recipe) and follow it.
Remember, you are quite unlikely to break anything, so just follow the steps.
And then there is this case:
https://imgs.xkcd.com/comics/wisdom_of_the_ancients.png
Yes, there is a chance that your problem is absolutely rare and unique. It happens to all of us. We live with it. We reinstall the whole system. We buy a new computer. But we can always say that we tried.
I’ll probably go into a little more depth on this next week, but for now, you have a basic understanding of your tech!
The more you fix and try and change, the more confident you will become.
Soon, you will be one of the “tech people”.

Apple Will Reject Your Subscription App if You Don’t Include This Disclosure


Have you read Paid Applications Agreement, Schedule 2, Section 3.8(b)?

If you’ve ever submitted an app to the App Store, you know the frustration when Apple rejects your submission. Even more so when you thought you’d followed all the rules. As it turns out, Apple can bury requirements wherever they want, and it’s your burden to keep up.
About a year ago, Apple started rejecting apps that didn’t comply with Schedule 2, Section 3.8(b) of the Paid Applications Agreement, a verbose list of self-evident truths about subscriptions. The Paid Applications Agreement is a 37-page document that you had to agree to before you could submit your app. It is only available via iTunes Connect in the form of downloadable PDF.
The actual contents of Schedule 2, Section 3.8(b):
I really like the part about privacy policies.
3.8(b) requires that you “clearly and conspicuously disclose to users” all of the above bullets. The first few items seem harmless enough but then we start to get off into the weeds.
Apple wants you to reproduce, “clearly and conspicuously”, all the details of auto-renewing subscriptions. This information should be part of the standard StoreKit subscription purchase flow. None of these bullets have anything app specific to them. They are just boilerplate legalese.
iOS’s purchase UI, more than enough information.
Apple has an iOS level user interface flow for in-app purchases that is quite good as of iOS 11. This view already covers most of the in-the-weeds bullets, except telling users about the 24-hour renewal policy.
Requiring every developer to implement their version of 3.8(b) is costly and creates a fractured experience for the user. Apple should be putting it in the standard sheet. But it’s Apple’s walled garden. When they say jump, you say “fine, whatever.”

How to Comply With 3.8(b)

According to recent rejections that I’ve seen (as of Jan. 8th, 2018), reviewers are being more particular about what your purchase flow requires. From a recent rejection:
Adding the above information to the StoreKit modal alert is not sufficient; the information must also be displayed within the app itself, and it must be displayed clearly and conspicuously during the purchase flow without requiring additional action from the user, such as opening a link.
All of the information in 3.8(b) must be “displayed clearly and conspicuously during the purchase flow without requiring additional action from the user, such as opening a link.” Your beautiful and compact purchase flow must include in it, somewhere, nine bullets written by a lawyer.
Confide, recently updated, achieved it with the following:
According to one reviewer, being below the fold with a leading arrow qualifies as “clearly and conspicuously.”
For another data point, I know of one recently rejected developer who had the same information, but in another view that was linked from the purchase flow with a button. This did not qualify (according to one reviewer).

A Template

Include a customized version of the following “clearly and conspicuously” in your purchase flow:
A [purchase amount and period] purchase will be applied to your iTunes account [at the end of the trial or intro| on confirmation].
Subscriptions will automatically renew unless canceled within 24-hours before the end of the current period. You can cancel anytime with your iTunes account settings. Any unused portion of a free trial will be forfeited if you purchase a subscription.
For more information, see our [link to ToS] and [link to Privacy Policy].
Put it on the screen where you initiate the in-app purchase, below the fold might be OK, but you might want to put something to lead users there.
UPDATE: Readers are telling me it may also be required that you include it in your app store description. It’s a much easier change to include so I recommend you add it there to.

Why has Apple Taken a Legal Problem and made it Ours?

Apple shouldn’t be burying submission requirements in the bodies of contracts that nobody will read. If Apple wants developers to know something, they should put it in the App Store Guidelines, HIG, or developer documentation. The cost of making changes in a software project right at the end can be astronomical. Dropping a bomb like this on developers at submission shows a total lack of regard for our costs.
Why didn’t they just update the iOS in-app purchase sheet? I speculate that Apple discovered some legal exposure from in-app subscriptions and fixed it with lawyers instead of designers. This problem could be universally solved with an iOS update, but I think some side effect of Apple being a vast, lumbering bureaucracy made forcing 3.8(b) onto developers the more politically convenient path. Apple, if you are reading this, please either update the iOS sheet or move the requirements to the App Store guidelines, so fewer developers get caught unawares.
RevenueCat is the best way to implement subscriptions in your mobile app. We handle all the complicated parts so you can get back to building. Request an invite today at https://www.revenuecat.com/

Friday, January 12, 2018

How much will MVP app design cost in 2018


MVP is a great way for your app to find its early adopters, investors and even customers. But, experience has shown that raw MVP without, at least, tolerable UI and UX fails miserably. OK, but how much will MVP app design cost me? Spoiler: not much. And you will be surprised with the result.
What is the point of an MVP? To show off the core features of your app to a target audience and investors before even starting the development. In other words, to test the waters.
However, it doesn’t mean at all that you have to produce an ugly monster with absent UI. As one more crucial goal of MVP is to find your customers. Great UI in pair with convenient UX is your key to success.
But what is the cost of MVP app design? How much resources you have to spare on design purposes? Let’s find it out.

Preparations

To get more or less decent design of your MVP you can’t just draw some lines and boxes on a napkin and give it to a design company or freelancers. Actually, you can do that, but it will cost you, and a lot. We’ll talk about that further on. Now let’s get back to the point.
If you want to save time and, consequently, money it is a good idea to get prepared, prior meeting with a design agency. Wireframe and some mockups are pretty much everything you might need.
Moreover, by presenting comprehensive app wireframe and mockups, you can be sure that there won’t be any unpleasant surprises. As a hired freelancers or guys from a contracted agency will know for sure what end-result they are ought to provide.

Wireframe of the app

A skeleton of your app. That is a rough, or even drawn on a napkin (yes-yes), layout of the navigation, screens and elements in your app. It also outlines the core features of it. And the best thing is that you finally have a, more or less, complete idea of your app.
Sure thing, making a wireframe is more than DIY-appropriate. Tools like Bootstrap may come in handy here. The coolest part is, that almost none programming skills are required. Only basic knowledge of HTML and CSS. And, probably, some video guides. :)
With available templates, you’ll be capable of building a rough layout within hours. Plus it is completely free. Unless you’ll require some advanced templates. But you can always look out for those on the other platforms.
Needless to say, it will help a lot for the initial pitching session. Even if you decide to entrust all this job to an agency — some minimum wireframe would be very helpful prior approaching them.
On the average, wireframe might take 10–30 hours in development. It might cost you nothing if you’ll do it by yourself. But if you’re going to ask an agency — $500 — $3.000 would be a fair price, depending on the complexity of the app.

Mockup of the app

Mockup is what your customers and investors will see. It can make them fall in love with your app or drive them away. In a nutshell, that is an approximate final look of your app.
There is a good rule for mockup estimation. Landing page will cost you around $500. And every additional screen will, usually, cost about $50–70. Count the number of screens you are going to have. Simply add everything to get the total price. That is the most common practice how companies and freelancers usually charge for their services.
But what about DIY? Of course, if you are familiar with such great tools like Adobe Photoshop and Adobe Experience Design it won’t be a problem for you to make a simple (or brilliant, depending on your skills) mockup. Those are the most common and handy tools. And while Photoshop will cost you $10-$20 (depending on the plan), Experience Design is completely free.

Interactive mockup

Speaking of simple mockups, there is a great way to improve those — interactivity.
Interactive mockup  — is a good chance for you to improve client engagement. Customers or investors would better prefer interactive solution over a static image. One more big plus — those are easy to spread over various devices.
Tools like Framer and inVision are your best helpers here. They work pretty much like usual app building platforms. Take your mockups, drag-and-drop different elements, adjust navigation and features, et voila! Now you have it.
Interactive mockups cost just a slightly more than the usual ones. You’ll just need your usual mockups and subscription for one of those tools. Or you can give this job to the designers you’ve hired. Anyway, additional expenses won’t exceed $100-$500. But potential profit may be a lot bigger.

Total price

Those blessed ones, who chose DIY way, might pay from complete nothing to a few hundred bucks (subscriptions, paid content, etc.).
And those who decide to hire somebody, might receive a bill on $1000-$10.000. Price varies drastically because of:
  • complexity of your app
  • desired features
  • region where you hire
One more good advice. Design agencies, usually, take fixed (and pretty high) price. Freelancers or outsource companies, on the other hand, often, charge on per hour basis. So hiring few freelancers in India for $10/hour might be a good idea for your wallet. But is it so when it comes to the quality?

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