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Showing posts with label user. Show all posts
Showing posts with label user. Show all posts

Wednesday, January 31, 2018

Submit to Design + Sketch Publication



Design + Sketch is a large collection of articles, tips, tutorials, and stories on designing and prototyping with Sketch and beyond. Below you’ll find a guideline, useful tips and info about the publication process to keep in mind.

How does it work?

  • Send a link of your published article or draft via email to contact@sketchappsources.com
  • Note: Medium only allows articles to be published to one publication at a time. So if your article has already been published with a different publication, you’ll have to make a decision what publication you’d like to publish it under
  • We will contact you once we’ve reviewed your email and your article 📬(within 24 hours)
  • If your story has been successful, we’ll invite you to join as an official writer to the publication 👏
  • At this point, you’ll be able to submit your story. Medium has written a handy post on how to submit your work
  • Once you submit, your article will be added to our publishing queue and it will be added promptly
  • Once your article is published, you’ll see it as part of Design + Sketch 🎉

What the Design + Sketch community loves?

The community loves genuine design and development opinions, tips, lists, tutorials, plugins, and case studies on Sketch, User Experience Design, User Interface Design, Usability, Interaction Design, Prototyping, Product Design, and any other topic that relates to designing and building plugins or digital products with Sketch and beyond.
Make sure your article has a clear value to our readers so they can take something away that will impact their productivity and improve their design process. You can review current stories for inspiration 😃

What you could improve on before submitting?

If you’re trying to sell or promote something, don’t forget that what matters most is the value that you’re creating for others. Write about the “Why?” and your experience, instead of pushing products, books, courses, or other tools with slimy sales tactics.
In order to keep the quality, we maintain the privilege to decline articles that don’t align with what the community desires.

We look forward to reading your story! Thank you for choosing Design + Sketch as the home for your work 🦄
With love,

Friday, January 26, 2018

Hyperloop Interface. Around the World in a Minute.


An idea emerged back in the 20th century about a brand new mode of transport involving a magnetic pad to reduce friction. In 2012, when California was all about the California High-Speed Rail project, Elon Musk suggested Hyperloop. For several years now, the world’s best engineers have been working toward a technological breakthrough. The future is a tantalizing secret and we’re constantly trying to predict and infer what will happen. Hyperloop One just disclosed their own vision of the passenger app interface, and you can easily compare the work they did with what we imagined to be the perfect Hyperloop app: https://techcrunch.com/2018/01/08/hyperloop-one-and-here-built-a-hyperloop-passenger-app/
Everything changes at lightning speed, and we can’t always keep up with the latest news. In the meantime, innovations encourage us to think up creative solutions that have everyday applications using smartphones, tablets, MacBooks, etc. Our company has a lab for generating experimental interfaces where we’re always asking what kinds of challenges we’ll get to see in a year or two, like:
  • An AR app for studying anatomy which shows you someone’s internal organs when you direct the camera view at them.
  • The messenger of the future which will boast additional functions like micro crowdfunding, dating options, and a bunch of other cool stuff.
  • A news service which uses AI to predict newsworthy events a spine-tingling 15 minutes before they actually occur.
In this article, we want to talk about creating an app for Hyperloop. After all, they call it the 5th transport mode, with its own infrastructure. So its interface will be totally unique, with its own functionality and usability.
Obviously, what interests us most is which cities are included in Hyperloop’s network, and how long travel will take.

Route Selection

A map of the US emphasizing key cities on Hyperloop’s map and indications of travel time (in minutes, based on speeds of 1080 km/hr). The user selects two cities on different coasts. The interface shows which segments make up the route and calculates general travel time (taking into account stops along the way). We see the route screen, which presents the points of departure and arrival, travel time, cost, and a “Choose Seats” button.
If the trip takes 12 minutes, what kind of service can you offer to your passenger? A meal? Unlikely. Movies or music? We hope there’ll be wifi on board, which is more than enough to meet that demand. What about the possibility of chatting with a new friend? Link to your Facebook profile and the app will analyze your interests and select a spot beside compatible traveling companions.

Let Your Hobbies Choose Your Seat

Sync up your Facebook account and the app filters available seats next to people who share your interests, whether they be web design, subway construction, or volunteer work in Africa. The user can select one or several interests. The app will show your neighbor’s photo and a brief bio, something like: “Okay, we’ll seat you next to Amy Richards, she’s an IT security specialist and has been involved in charity work in Namibia for the past five years.”
What’s the best thing you can inherit from good old airline companies and railroads? Democracy! Hyperloop will suggest several classes of service and possibly even a free trip to go with your submersion into a diverting virtual reality which features ads.

Selecting the Right Class of Service

Standard: a carriage map with densely packed seats. Here you’ll see the seat cost and the number of pre-selected seats. Swiping left takes you to the Business class map, with fewer, comfier seats and more leg room. Suite: this gets you a full carriage including a conference table and opulent armchairs or sofas. Auto: this includes the option to bring your ride along for the ride.
So, I’m right in the middle of my 40-minute journey from Washington to Seattle. Where am I? How fast am I going? What’s going on around me? The app has to be totally able to answer such questions, especially when you’re stuck in an enclosed space in a vacuum.

Useful Info Along the Journey

During the trip you can check out a map with your designated route and trip trajectory. You’ll also see all the information relevant to you: speed, time en route, expected stops, and even points of interest along your journey.
How can a company make Hyperloop more accessible for ordinary people? By lowering costs at the expense of advertisers, for example. But how to tempt passengers into communicating with the brand? Easy: brand promotion should be available to all the passengers on board.

Lightning Speed Delivery

Every station has a special carriage with compartments. Put together all your shipment info in your Hyperloop app. Approach the carriage and use your phone to open the compartment, then insert your package. The mail carrier will take off on schedule and will soon arrive at its destination. The recipient will get an alert and receipt location beforehand. All that’s left to do is to go to the mail carriage and, using a phone, open up the right compartment. Fast and easy.

Conclusion

Cutting-edge technology expands our horizons and inspires us to think about how we’ll benefit from it throughout the course of an ordinary day. These intriguing concepts have been developed by our company, Cuberto, and we totally get that sooner or later, all of this will become reality. We grow and evolve with the times. It’s not just technology that’s transforming, but also our attitudes to everyday objects. As a product team, it’s our job to establish the most convenient conditions for the use of these technologies.

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!

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