GUI Design Studio 4.0 Preview – Part 1: New Interaction

January 26th, 2010

Version 4.0 PreviewLater this week we’ll be releasing what’s probably the last of the 3.x versions of GUI Design Studio before version 4.0 is released in about 5 weeks time.

Version 4 of GUI Design Studio represents a big move forward. The big areas of new features are Interactivity on Controls, Templates and Custom Elements.

In this post you’ll get an overview of the new Interaction features with suggestions on how you might use them (screenshots are subject to change before final release). You’ll also see how to get free access to beta versions of the software before the final release next month.

New Interaction Features

When you show a user interface design to a prospective user they are going to want to understand what the design will be like to use. They will need to try out the types of operations that will be important to them, in their work, trying to achieve their objectives.
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How Important is Label Placement and Alignment in Forms?

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

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.

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Sketching User Experiences – Book Review

December 17th, 2009

Sketching User ExperiencesReading Bill Buxton’s “Sketching User Experiences: Getting the Design Right and the Right Design” feels like leafing through a designer’s sketchbook, a sketchbook of a lifetime of contributing to designing high tech products. Ideas come at you from all angles and then drill down into incredible detail before spinning off in another direction.

Bill Buxton has worked at both EuroPARC and Xerox PARC, Silicon Graphics, Alias Wavefront and most recently Microsoft Research. He has been lecturing and writing on the human computer interaction for 30 years.

Buxton is passionate about technology products and equally passionate about the role of design in creating successful products which are a pleasure to use. He describes a role for design from the very earliest stages “sketching” new products and what interacting with them might be like. He describes how these sketches can be on paper, on glass, cut out of cardboard, in short videos, photomontages, post-its, games, pantomime, almost anything. He gives detailed examples of how these have been used to develop the user experience in numerous projects, many of which have developed into products.

A core message of the book is that the design process requires experimentation, with the expectation that experiments will fail and that the design team will learn a great deal from that failure. These experiments are often in the form of role playing, where members of the design team try to take on particular roles, trying to achieve particular aims within the limits of the current design experiment.

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GUI Design Studio Tip#2: Make Use of Keyboard Shortcuts

November 27th, 2009

Keyboard Shortcuts Help TopicGUI Design work involves a lot of mouse activity. Be more productive and reduce the strain by using keyboard alternatives where possible.

 

You can find most of the shortcut keys in the Help file by using the “Help | Keyboard Shortcuts” menu command.

 

Here’s a few more (some changed in version 3.5) that may not be listed in the help topic:
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