Sliders are cool. When they’re done well, customers love to interact with them. When they’re not done well, they can cause a lot of frustration (not to mention lost sales) by standing between your customers and what they want. And getting them wrong is surprisingly easy.
In this article, we will present a solution, including the design and code, for a new type of Android slider to address common problems, along with a downloadable Android mini-app for you to try out. It’s a deep dive into sliders based on a chapter in Android Design Patterns. The experimental inventory-based slider we will look at would be at home in any application that asks for a price, a size, or any other faceted input within a widely distributed range.
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As mobile designers, we have a stark decision to make: do we spend time learning new tools and changing our design processes to create our own transitional interfaces, or are the tools that we’ve been using good enough? There’s an old writing adage that advises writers, whenever possible, to “show, don’t tell” when bringing characters to life. The goal is to reveal the story through the character’s experiences instead of the author’s.
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High school. I won’t lie: I did not have the highest grades in my graduating class. Some classes and lessons were so poorly designed and delivered that I would frequently become frustrated and fatigued and would ultimately shut down. The contents of the lessons would just wash over me. The experience wasn’t pleasant, and the results were obvious from my transcripts.
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How can designers create experiences that are custom tailored to people who are unlike themselves? As explained in part 1 of this series, an effective way to gain knowledge of, build empathy for and sharpen focus on users is to use a persona. This final part of the series will explain an effective method of creating a persona.
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In my experience as an interaction designer, I have come across many strategies and approaches to increase the quality and consistency of my work, but none more effective than the persona. Personas have been in use since the mid-’90s and since then have gained widespread awareness within the design community.
For every designer who uses personas, I have found even more who strongly oppose the technique. I once also viewed personas with disdain, seeing them as a silly distraction from the real work at hand — that is, until I witnessed them being used properly and to their full potential.
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An “affordance” is a perceived signal or clue that an object may be used to perform a particular action. A chair sits at around knee height and appears to provide support. It affords sitting. A toothbrush has a handle a little longer than the human palm. It affords gripping.
All of the objects that surround us have affordances: some are explicit (the “Push” sign above a door handle), and others are hidden (a chair could be used to break a window or used as a weapon). The term was first coined by psychologist James G. Gibson, then introduced to human-computer interaction by Donald Norman in his book The Psychology of Everyday Things, required reading for budding industrial and product designers everywhere.
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We are the ones who are supposed to know the principles of design and usability. Some of us were born with this feeling of what feels and looks right, while other designers have learned it — at least good designers eventually have.
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The mobile web is a harsh environment: mobile processors are slower than their desktop counterparts; network connectivity is flaky; bandwidth is low; latency is high; and touchscreen keyboards are slow. The best mobile web applications are the ones that excel at handling these challenges.
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Our users are precious about their time and we must stop wasting it. On each project ask two questions: “Am I saving myself time at the expense of the user?” and “How can I save the user time here?” What is the single most precious commodity in Western society? Money? Status? I would argue it is time.
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In the last several years, we’ve seen a rapid shift in software and app interface design, from 3-D and skeuomorphic to flat and minimal. Although this trend has become nearly ubiquitous, let’s take a moment to consider how we got here and what influence it’s having on interface design as a whole.
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