Archive for the ‘UX Design’ Category
It seems almost everyone is on the Monzo hype at the moment, even Martin Lewis has jumped on the band wagon. So when we heard Monzo were coming to town last week, we were keen to go along and find out more about what they are getting up to! We learnt how they are shaking up the user experience of banking, guided by their 3 pillars of UX, innovative tech and customer service. They went on to explain that they are no longer focussing on their early adapters and trying to reach out to the wider community.
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Running a successful solutions workshop isn’t something you can do off the cuff, and it’s not about standing in front of a group of people, and talking at them for a couple of hours. You need engagement, interaction, encouragement and creativity to come up with design ideas and solutions. But how can you try and achieve that? Here at SimpleUsability we run lots of workshops to help our clients, so here’s my five top tips to help you run a successful one!
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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.
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.
In our roles as user experience practitioners, we are regularly asked to test with prototypes, ranging from low fidelity paper prototypes through to hi fidelity pre-launch fully interactive prototypes. Clients often ask how their prototype compares with others, and how different aspects will work with or affect the testing. So, here’s our top 5 tips for building a prototype to get the best out of the research.
Content and design
Let’s start with the content and design of the prototype. Although the level of detail that’s included in the prototype varies depending on the fidelity, at all fidelities the content and design needs to support what you are trying to find out.
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Whether you have or haven’t booked a seat reservation on a train, finding a seat is a frustration for many passengers. As a daily train commuter to and from work, this is something I, and many others around me, struggle with every day.
There are broadly two types of train passengers; one who has bought their train ticket in advance, along with a seat reservation on a specific train and one who has not got a reserved seat, or has been automatically given one in the booking process, but isn’t bothered about finding that specific seat.
Finding a seat should be a straight forward process for both types of passengers, either finding their reserved seat or finding an unreserved seat on the train, but it is not. And one of the key problems is the way reservations are displayed on trains. It may seem a small problem but with millions of passengers travelling by train every day the impact is huge, so how could current display methods be developed to improve the user experience?
In the article below we review the two main current display methods, electronic and paper, and consider ways to improve them.
With electronic displays, the users’ seat reservation along with their seat number is shown above the seat, for example, Fig. 1, displaying ‘Reserved from Sheffield- Newcastle’.
Payment option overload? How card payments and a digital selection process affects the usability of vending machines.
Most of us use vending machines and like the simplicity of popping a bit of loose change into a machine to get that much needed bottle of Coke.
But, we have all experienced that level of frustration when you fall short of change or the machine doesn’t accept the only pound coin left in your purse. Contactless payments and Apple Pay are becoming more widely used, for example on car parking ticket machines.
More recently, vending machines are now also being redesigned complete with a card reader to bring them into the 21st century. So how could the inclusion of card payments and a digital selection process on vending machines improve the user experience?
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Six of the team at SimpleUsability attended #NUX5 on Friday 7th October at the Northern College of Music in Manchester, which featured seven inspirational speakers from around the world sharing a variety of different UX topics.
Instead of the usual note-taking, SimpleUsability decided to try a more creative approach to capture the key features of each talk: Sketchnoting. Sketchnoting involves taking notes in a visual form that helps bring the notes to life, and helps people to remember the talk afterwards. Sketchnotes are also fun to share. In this article we share our Sketchnotes that were taken at NUX5, with key summarised points to explain the take away message from each talk.
Malcolm Gladwell talking through the process of creating that $600m chunky pasta sauce.