Archive for the ‘Articles’ Category

Styling Calendar Controls
- Are 33 colour options enough or too many?

Thursday, February 4th, 2010

Version 3.6 of GUI Design Studio included a new element for creating Calendar controls.

When we started designing this feature, we looked around for examples of different calendars in desktop and web applications. We found a wide range of different designs; some with one month, some with 3 or 4, some highlighting “today”, others highlighting a particular day or a range of days. Of course, each application had quite a different visual design to its calendars as well.

In the past, we’ve tried to simplify elements and minimize the number of settings and options they have but, with this new element, we felt we had to provide for the increasing demand on design flexibility.

The problem, as all of you designers of great user interfaces will know, is that with flexibility comes complexity. We didn’t want to give you a tool which is hard to learn or slow to use because it has so many options and special cases, but we did want to give you a tool which will let you create the calendar design you need, quickly and simply.
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How Important is Label Placement and Alignment in Forms?

Thursday, January 21st, 2010

Form Field Eye TrackingTo some, it may seem like a trivial or even mundane point to even give any thought to this at all. But choosing suitable placement for your form labels can be very important indeed.

The experts at UXmatters have done extensive research in this area and have a lot to say on the subject.

In an article, published earlier this week, they provide detailed answers to a question about Label Alignment in Long Forms.

And that article is essentially a follow up to their Label Placement in Forms article published over 3 years ago but still as relevant today as it was then.

Using eye tracking tests with users, they tested the time spent filling forms and, specifically, the eye saccades between labels and entry fields. This basically showed how much effort was required by the eyes to scan the form and by the brain to make sense of what it was seeing.

Here’s my interpretation of the results:
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Software Prototyping – Part 3: Tools

Monday, January 11th, 2010

ToolsIn the first two articles we discussed why you should consider creating prototypes and whether that prototype should have a role just in the design phase as a “Throwaway Prototype” versus an “Evolutionary Prototype” that may evolve into the final product.

While functional prototypes always involve development tools (and associated skills), there are, essentially, four classes of tool for creating user interface prototypes:

1. Pen and Paper

It doesn’t get any more low tech than this, which is great because it means that absolutely anyone can take part in the design process. User interface designs can be hand drawn or pre-prepared stocks of user interface elements can be laid out on a page.

Paper sketches can be produced very quickly but making alterations to a design can be somewhat difficult leading to repeated effort if a design needs to be restarted from scratch. It’s often best to spend more time thinking before committing pen to paper.

In test and review situations, (more…)

Software Prototyping – Part 2: Throw Away or Evolve?

Tuesday, November 17th, 2009

In the first part of this article we discussed the difference between functional and user interface prototypes.  In this one we’ll discuss whether your prototype should have a role beyond the discovery and design phase.

Throwaway PrototypesPeople often talk about “Throwaway Prototypes” versus “Evolutionary Prototypes” and it’s very important to understand the difference and exactly what type you are creating before you begin.

Throwaway Prototypes

A Throwaway Prototype, as the name suggests, forms no part of the final application. Its purpose is to prove (or disprove) a design and get approval for actual implementation.

It can be produced using any quick and dirty technique and the quality can even be quite poor, so long as it satisfies the requirements of identifying what’s right about a design, what’s wrong and what’s missing.

Because of the speed at which Throwaway Prototypes can be put together and changed (usually on-the-fly), they encourage feedback and continual revision until the design is about right.

Because the effort required to produce them is relatively small, (more…)

Software Prototyping – Part 1: Why Prototype

Friday, October 30th, 2009

Car Prototype WireframeIn just about every field of manufacturing, from soap dispensers to performance cars, prototypes are used to validate and test an idea or design.

Prototyping in the software industry is not so common but the benefits are just as compelling.

There are two main types of software prototype: functional prototypes and user interface prototypes.

Functional Prototypes

Functional prototypes are nearly always technical in nature and their purpose is to (more…)