UX Design
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- Peter0
> What is it trying to be really?
As you can tell from those circles it's trying to be the circle that encapsulates everything within it.
Perhaps just like popcorn, seats, chair kicking, screaming babies and a movie is a part of a 'cinematic experience'.
- orrinward20
Everything in the circle can help with UX, but when you're doing 'UX Design' you should really be focusing mainly on HCI, IA and your Content.
Lets say Bob wants to do buy a photo of a cat online.
Your job as a UX cowboy is to find out the key things that Bob needs to do to buy a photo of a cat online and give him an easy and intuitive ride to go through that process. If you're doing it well, Bob will have a photo of a cat without any hassle. If you're doing it really well he'll go away thinking 'This cat picture is great but wow, that was easy and fun to order it'.
A lot of UX design is management of all the competing factors in this bubble. In my job, I define the "User Experience" aspect as strictly 2 things:
1. The journey a user needs to go through to perform the new function. eg. To buy a new cat, Bob needs to find the website, find the cat photo he wants, choose delivery and pay
2. The basic layout all the things he sees/interacts with in this journey. This includes buttons, copy etc.Anything beyond basic layout and page architecture stuff I refer to as the visual design. When I show my boss a layout mock and he starts talking about font size and colour, I push back and tell him we're not at that stage yet.
When we have a UX crit, we cut it down strictly to experience flow:
"Why does he need to confirm at this stage?"
"Should he really be paying before selecting delivery?"Feedback such as "The thumbnails need to be bigger" is a visual issue that will positively affect UX, but in our process, it isn't covered at the UX design stage. We make all our visual design decisions with consideration for the UX, but our UX design stage doesn't consider the visual much.
- mekk0
- zarkonite1
website: https://www.framer.com/state-of-…
pdf: https://static.framer.com/state-…"State of Prototyping by Framer.
The 2020 State of Prototyping industry report is a first-of-its-kind global survey that explores the rapid rise in both the popularity and accessibility of prototyping."
I haven't read it but dropping it here in case it's of interest to anyone else.
- mg330
I'll tell you the state of prototyping:
- Adobe XD: no scroll effects
- InVision Studio: no scroll effects
- Framer X: no scroll effects
- Figma: No scroll effects
- Principle: has scroll effects, high learning curve, can't share working prototypes outside of the application.
- Webflow: not an outright prototype tool, but has scroll effects, and everything else you can imagine, creates usable code, and more.- I'm puzzled as to why this isn't in ALL of them... Flinto and Framer can do it but it requires code and it's not quick, meh.zarkonite
- a lot of what I'm doing these days is designing immersive content / less text / more visuals. As I've mentioned before, the best tool I usemg33
- is https://readymag.com… to do that kind of thing quickly.mg33
- What exactly do you mean by "Scroll Effects" please clarify.utopian
- Effects that trigger as you scrolldown, could be as simple as a menu transition when you begin scrolling, parallax, play animations, etc.zarkonite
- okay thanks...that is what I thought, but I wasn't sure, thanks for the clarification.utopian
- yep. that's right zarkonite. stuff like that.mg33
- Axure has been able to do this for years, stick conditional nav, parallax, etc.whatthefunk
- I haven't touched Axure in three years. Used to use it a ton. Only consider it these days if input fields and variables are required.mg33
- Maaku0
In my last contract as a UX designer doing enterprise software, I only had the time to do one clickable prototype. I was there for 10 months.
You guys are either part of a huge team (I was by myself), or you work on very small projects.
- utopian0
Thanks mg33, I'm looking into Principle now.
- You're welcome. I got really into it before I realized it wasn't useful if people couldn't actually "use" a prototype.mg33
- I've used Principle a lot and have built some pretty complex prototypes in it (almost indistinguishable from iOS) but it was designed for in person testingBaskerviIle
- On a physical device (ipad, iphone etc), not really that useful these days when it all needs to be remoteBaskerviIle
- It's great for prototyping more nuanced motion/animation for sharing with developersBaskerviIle
- akiersky1
Origami is worth a look for prototyping:
https://origami.design/A bit higher learning curve, but a ton of flexibility. Also Free!
- NBQ00-7