Archive for the ‘Articles’ Category
An in-page tab is a go-to method to categorise content on a page, without overwhelming users with too much information at once, however, this functionality is commonly misused on many websites and apps. As a UX practitioner, this UI element is something that I witness users struggling with when implemented poorly. So in this article I will review and give 8 examples of best practice regarding in-page tab design and guide you on how to implement these successfully.
1. Clearly indicate the active tab and ensure this is connected to the content below.
The talks and workshops at Camp Digital covered many different aspects of digital, but the talk I found the most thought-provoking was by Emer Coleman, who asked us to question the role of ethics within technology, and touched on the dark side of big tech corporations.
Emer kicked off the talk by giving us a little bit of history of what her life was like growing up in Ireland. Unable to get birth control or read women’s magazines, Emer was regularly reminded of a woman’s place in the world by The Irish Constitution. The arrival of the internet brought her freedom, in a world that had little before.
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On Wednesday 24th May 2017, it was great to see the digital community come together to learn and be inspired by this year’s Camp Digital event in Manchester. Many great talks were given on topics of usability, design and accessibility, but the one session that stood out for me was the workshop I took part in, given by Molly Watt and Chris Bush, about using and understanding assistive technologies.
Chris Bush kicked the workshop off by giving us an insight into the vast number of people that suffer from a long-term illness or disability, equating to around 15% of the UK’s population. With this striking figure in mind, the question ‘Why design for inclusion?’ was proposed. To help us understand why, Chris introduced Molly Watt, who began by sharing her story on why she is so passionate about this subject.
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How do you describe what you do for a living?
Digital marketing executive? Ecommerce manager? UX/UI Designer? User researcher? Customer insight manager? User experience lead?
Does this change depending on who you’re talking to? Chances are, you have a different answer to this question whether you’re networking at a conference, catching up with old friends, or making small talk with your great aunt at a cousin’s wedding.
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UX Mentors, is an annual Manchester-based event for students who want to get started in a career in UX. It is organised in conjunction between Sigma and Manchester Metropolitan University (MMU). Last week I was delighted to join the team of mentors that included User Experience experts from Sigma, Mando, Autotrader and Shop Direct for the 2017 event.
This year the theme was the Google Sprint, and sprint we did, as we aimed to move through the 5-day process in around 6 hours! The process, as described in the book by Joel Knapp, is an end-to-end process from defining a key problem to solve, through rapid ideation and design to validation with users. Although we were not able to do every step, the Sprint model provided a great format for getting hands-on experience of a number of key UX techniques.
We kicked off the day with a brief, including objectives, scope and target audience, and drew up a user journey map. The brief was to design a mobile app to help low-income people with budgeting. My team drew on their experiences as students to develop a quick persona and draw up the journey of how such user would get started on the app, and then identified pain points and opportunities to design a solution.
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Onboarding screens are designed to introduce users to how the application works and what main functions it has, to help them understand how to use it. As a user experience practitioner, I have experience testing onboarding screens with users and often get asked by clients what is the best way to implement a good onboarding experience to introduce users to an app. Onboarding can be a challenge to get right, especially when trying to meet both business requirements and user needs. The business wants to show users the key features and unique aspects of an app but often in user testing we observe users simply moving through onboarding screens without paying attention to them.
So what to do? In this article, I’ll share learning from our experience testing onboarding screens with a review of the different ways which apps implement onboarding to engage and educate users on their app.
So, let’s start with the don’ts
- Don’t use too many words. We’ve seen in user testing that users find wordy onboarding screens unengaging and this often results in users not reading the information or forgetting this information when they arrive on to the app. Consider the amount of information you are presenting your users with and try not to overload them to avoid them looking for a way to exit or skip.
- Don’t include too many screens… or too few! Think about the length of your onboarding process, too many screens result in users swiping through without paying any attention to the content. On the contrary, although users want a short, snappy, engaging welcome to an app they still need enough information to understand how to use the app and what the benefits of using it are.
The anticipation for a new Nintendo console was long overdue, so when I heard the announcement in October 2016 about the release of the Nintendo Switch, I knew it was something I had to get my hands on. The Nintendo Switch is a gaming console with a new concept; allowing a quick transition from a home console system to a portable on-the-go gaming experience. The Flexibility of three different modes; TV, Handheld and Tabletop mode mean you can take the console anywhere, and play with anyone. Providing new gaming user experiences makes it stand-alone from other gaming consoles.
The user experience of playing the Switch in TV mode has a sense of familiarity. In order to play games in this mode, the console is put into the dock, and linked up to the TV via HDMI. The games appear as they would on an Xbox, but with the Switch you have the flexibility in choice of how to hold and use the controllers. The Joy-Con controllers for the Switch have a unique controller design; they detach from each side of the console to make either one game controller or two separate pieces that can be used independently. This allows users to configure controllers for the best experience for different games.
For example, as you can see in the pictures, when playing a game such as ‘Just Dance’, users can detach a controller and use it as an individual piece, allowing them to wave this around to follow the dance moves.
In contrast, ‘The Legend of Zelda: Breath of the Wild’, is a classic adventure game, and therefore the user experience is best with a one-piece game controller.
The Joy-Con controllers also have a feature called HD rumble, which offers users a haptic user experience, to feel different types of vibrations through the controllers. Games like ‘1-2 Switch’ have been specifically designed for the Switch, to incorporate these features into game-play. On a game called ‘ball count’ users estimate how many balls are in a box by tilting the controller and ‘feeling’ the balls move around in it. The closest player to guess the amount wins.
One downside of user experience on TV mode is that the games are designed for a smaller screen in Handheld and Tabletop mode, so switching to play the game to a larger screen such as a TV, causes the frame rate to noticeably drop and the game appears to lag compared to other modes. I found this can be off putting and for some may defeat the point of being able to play in different modes.
The unique feature about the Nintendo Switch is the new user experience element, that allows users to take this console anywhere and continue gaming on the move. by switching it into Handheld mode. To do this, you slot each Joy-Con controller into the side of the console to make, what appears like, a Wii U gamepad and then remove this from the dock. There is no need to shut down the console and reboot it to switch modes, as the game switches instantaneously, undisrupting the flow of gaming from one screen to another.
As a daily train commuter to and from work, it is great to be able to pick up from where I played the game the night before, and continue playing this on a journey. The Switch is also very quick to load, after turning the console on, no time is wasted waiting for the console to turn on and select a game, meaning users can get quickly engrossed in the user experience.
Another feature that enhances the user experience is the touch screen element that the Switch has on the user interface, which replicates a tablet like experience to navigate through the menu, select games and change profiles. Although most games on the Switch do not incorporate this touch element into the game itself, it is something I hope to see on games in the future.
A drawback of playing the game in Handheld mode on the move is that the Switch has a limited battery life and can’t be charged independently. The Switch can only be played for around 3-6 hours in Handheld mode, so users need to be wary about how many hours they can fit in gaming, without the console running out of battery.
Tabletop mode combines the mobility aspect offered by Handheld mode, as well as flexible controllers. What’s great about this mode is that you can take the Switch to a friend’s house or to family gatherings, and continue gaming together with multiplayer. This new user experience encourages multiple game play, as opposed to the familiar solo game play at home in the TV mode.
At the moment though, the kickback stand that props the console up on a surface is not very stable, especially when placed on an uneven surface. This limits where you can play in Tabletop mode, as standing the Switch on a surface like a bed or a sofa may cause this to fall over.
Overall, the new concept of the Nintendo Switch is something that is unique in design, and provides a fascinating new user experience for gaming. It has only been a couple of weeks since release date, and the advantages of being able to play games in various modes are evident. However, at the moment, there are a limited number of games available for the Switch, meaning we can’t see the full potential of the gaming user experience. Despite the drawbacks it currently has, we look forward to how Nintendo will fix these, as well as the games revealed in the coming months.
As a User Researcher, I often get to watch a product develop from an early stage low-fidelity paper prototype, to a final stage high-fidelity prototype, before the design gets developed into a live product. Therefore, I understand the importance of continually testing through the different stages of a product, and how valuable this can be for teams developing products.
Prototyping is a draft version of a product which allows users to explore ideas and the intention behind a design, before the designers invest time and money into further development. Prototypes allow us to show users what the experience will be like, from a ‘show’ don’t ‘tell’ perspective, presenting the opportunity for problems to be discovered early on, and therefore allowing time to change the design to ensure a good user experience.
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There is an ongoing debate around whether quantitative and qualitative methods are better. Quantitative research is good for finding out ‘How many’ or ‘How often,’ as it measures the incidence of findings in a given sample size. The findings are quantifiable and help make informed decisions about the impact of future developments. However quantitative research does not allow us to probe and understand why. Qualitative research on the other hand, uses a wide range of methods to gain insight into underlying user needs and behaviour which is not available in quantitative research. This can provide a sound base for further decision making. However, the in-depth approach of qualitative research limits us to small sample sizes meaning results are not quantifiable.
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Following on from our tips on building prototypes for testing, here we share some of the challenges which can come up while testing a prototype and how best to work around them.
Conducting usability testing can be challenging, especially when testing prototypes. This is because prototypes are not fully functional websites or applications and the level of detail within prototypes can range from simple paper prototypes to high-fidelity pre-launch prototypes. This article will discuss the challenges we face when testing prototypes from the point of view of a UX researcher and it will provide some tips that can make prototype testing more successful.
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