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	<title>@dmitryn/blog</title>
	
	<link>http://www.dmitryn.com</link>
	<description>Thoughts on user experience design by Dmitry Nekrasovski</description>
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		<title>3 resources to help integrate responsive design into your UX practice</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/M28jDtNN7QI/</link>
		<comments>http://www.dmitryn.com/2012/06/01/3-resources-responsive-design/#comments</comments>
		<pubDate>Fri, 01 Jun 2012 15:42:22 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
				<category><![CDATA[All Posts]]></category>

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		<description><![CDATA[Responsive design is changing the field of UX as we know it. Increasingly, the old distinctions of designing for web vs. desktop vs. mobile platforms are going away. We have to think about designing unified experiences that will scale across multiple device types, screen sizes, and input methods. Here are some good resources I&#8217;ve come [...]]]></description>
				<content:encoded><![CDATA[<p>Responsive design is changing the field of UX as we know it. Increasingly, the old distinctions of designing for web vs. desktop vs. mobile platforms are going away. We have to think about designing unified experiences that will scale across multiple device types, screen sizes, and input methods.</p>
<p>Here are some good resources I&#8217;ve come across recently that can help you start thinking about your UX practice in terms of responsive design.</p>
<p><strong>Design Process in the Responsive Age</strong></p>
<p>Wireframes designed for the desktop are difficult to scale down to mobile platforms. This article introduces a new kind of wireframe called a <em>priority guide</em> that defines the relative importance of content and actions under the constraints of small screens.</p>
<p>The priority guide can guide the creation of desktop-scale high-fidelity comps, giving visual designers plenty of creative freedom while still ensuring adherence to a responsive IA and interaction design. Both deliverables can then be handed off to developers to guide the implementation of a responsive solution.</p>
<p><a href="http://uxdesign.smashingmagazine.com/2012/05/30/design-process-responsive-age/">http://uxdesign.smashingmagazine.com/2012/05/30/design-process-responsive-age/</a></p>
<p><strong>Style Tiles</strong></p>
<p><em>Style tiles</em> are a visual design deliverable that consists of several alternative sets of fonts, colours, and interface elements. They can be used to help designers and stakeholders define a common visual design language without the need to produce and iterate full high-fidelity mockups.</p>
<p>This allows visual designers to get involved in a project early and in parallel to UX activities such as user research and conceptual wireframing. It also enables conversations with stakeholders about visual design that don&#8217;t get bogged down with questions about layout, interaction design, content strategy, and other aspects of the overall experience.</p>
<p><a href="http://styletil.es/">http://styletil.es/</a></p>
<p><strong>The Basics of Responsive Typography</strong></p>
<p>The title says it all. A nice case study of how responsive design considerations influence typographic design choices.</p>
<p><a href="http://informationarchitects.net/blog/responsive-typography-the-basics/">http://informationarchitects.net/blog/responsive-typography-the-basics/</a></p>
<p><strong>Bonus resource: Responsive Design &#8211; Missing the Point</strong></p>
<p>A great response (pun intended <img src='http://www.dmitryn.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ) to criticism of responsive design as a silver bullet. Very helpful if you ever get questions from project team members who are skeptical about the concept of responsive design and associated trends.</p>
<p><a href="http://bradfrostweb.com/blog/web/responsive-web-design-missing-the-point/">http://bradfrostweb.com/blog/web/responsive-web-design-missing-the-point/</a></p>
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		<title>A new adventure</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/28RJ70Ug5oo/</link>
		<comments>http://www.dmitryn.com/2011/09/06/a-new-adventure/#comments</comments>
		<pubDate>Tue, 06 Sep 2011 13:00:41 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<guid isPermaLink="false">http://www.dmitryn.com/?p=71</guid>
		<description><![CDATA[Introducing Justin Alexandre Lavoie Nekrasovski, born September 1, 2011 at 11:18 AM EST. &#160; &#160;]]></description>
				<content:encoded><![CDATA[<p>Introducing Justin Alexandre Lavoie Nekrasovski, born September 1, 2011 at 11:18 AM EST.</p>
<p><a href="http://www.dmitryn.com/wp-content/uploads/2011/09/Justin-Sep-1-2011.png"><img class="alignnone size-medium wp-image-75" title="Justin - Sep 1 2011" src="http://www.dmitryn.com/wp-content/uploads/2011/09/Justin-Sep-1-2011-227x300.png" alt="" width="227" height="300" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<img src="http://feeds.feedburner.com/~r/dmitryn/~4/28RJ70Ug5oo" height="1" width="1"/>]]></content:encoded>
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		<title>What’s different about mobile UX design?</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/S6dzim-dOGg/</link>
		<comments>http://www.dmitryn.com/2011/08/11/whats-different-about-mobile-ux-design/#comments</comments>
		<pubDate>Thu, 11 Aug 2011 20:21:49 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[principles]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://www.dmitryn.com/?p=68</guid>
		<description><![CDATA[I&#8217;ve been fully focused on mobile UX design for about a year now, after a number of years of doing mostly web and desktop UX. Here are a few things I&#8217;ve learned along the way about how mobile UX design is different: 1) &#8220;Mobile&#8221; can be misleading &#8211; it describes one of several possible contexts [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been fully focused on mobile UX design for about a year now, after a number of years of doing mostly web and desktop UX.</p>
<p>Here are a few things I&#8217;ve learned along the way about how mobile UX design is different:</p>
<p><strong>1) &#8220;Mobile&#8221; can be misleading &#8211; it describes one of several possible contexts for using a smartphone or tablet.</strong></p>
<p>A recent quote from Barbara Ballard says it best &#8211; <a href="http://twitter.com/#!/design_dosage/status/99520617258303488">&#8220;Fundamentally, &#8216;mobile&#8217; refers to the user, and not the device or the application.&#8221; </a></p>
<p>Tablet apps especially are as often as not used in a context that&#8217;s not truly &#8220;mobile&#8221;.</p>
<p><strong>2) Consistency with the overall device experience is more important than consistency across platforms.</strong></p>
<p>The &#8220;uncanny valley&#8221; that results from <a href="http://pinchzoom.com/posts/the-two-rules-to-mobile-app-design/the-two-rules-to-mobile-app-design">porting an app design straight from one platform to another</a>, or <a href="http://cvil.ly/2011/06/19/pretenders-why-mobile-web-apps-should-stop-trying-to-act-like-native-apps/">attempting to mimic native UI elements in a web app as closely as possible</a>, is especially to be avoided.</p>
<p><strong>3) Mobile UX design is, in many ways, an act of curation.</strong></p>
<p>When designing for mobile platforms, one has to be much more careful about selecting content and interactions for a given screen or app state than on the web or desktop.</p>
<p>Global navigation is often limited or absent. Menus, toolbars, and other navigation elements usually have strict limits on the number of items they can provide. So ensuring that users have access to all the functions they need (and none they don&#8217;t), and that they can find their way out of a given app state, is crucial.</p>
<p><strong>4) Just because a platform makes an interaction possible, or provides a native UI element for a particular purpose, doesn&#8217;t mean you should use it.</strong></p>
<p>For example, I&#8217;ve seen the &#8220;detail disclosure&#8221; button, a key affordance in list views on iOS, perform poorly in usability testing, even with experienced iOS users. Same for a <a href="http://www.androidpatterns.com/uap_pattern/slideable-top-navigation">slideable top navigation</a> on Android &#8211; an often used element, but a classic example of &#8220;mystery meat&#8221; navigation.</p>
<p>It&#8217;s still early days, and no one, including OS designers, really has mobile UX best practices fully figured out yet. When in doubt, testing is always the best way to validate design choices.</p>
<p><strong>5) Unlike web apps, mobile apps are not amenable to &#8220;design by perpetual beta&#8221; or &#8220;design by A/B testing&#8221;.</strong></p>
<p>The effort required to download an app update from the app store, and the fact that app stores provide easy access to user ratings and reviews, mean that a poorly designed new app or update, once released into the wild, can easily invite a huge user backlash.</p>
<p>Jakob Nielsen&#8217;s recent <a href="http://www.useit.com/alertbox/mobile-startup-screen.html">Alertbox on the WSJ app</a> is a great case study of how one poor design decision can utterly sink an app, even one from a major brand with a built-in loyal audience. This, again, reinforces the importance of testing with representative users before an app ships.</p>
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		<title>5 research-based design principles for porting iOS apps to Android</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/bdJcw0IkqD4/</link>
		<comments>http://www.dmitryn.com/2011/05/04/5-research-based-design-principles-for-porting-ios-apps-to-android/#comments</comments>
		<pubDate>Wed, 04 May 2011 17:56:55 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[guidelines]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[principles]]></category>
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		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://www.dmitryn.com/?p=65</guid>
		<description><![CDATA[One of the projects I currently work on involves porting an iOS app to Android. There&#8217;s several resources out there that discuss the UX differences between the two platforms, but they tend to be either too high-level or based solely on opinion. As a result, my colleague and I decided to run a quick user [...]]]></description>
				<content:encoded><![CDATA[<p>One of the projects I currently work on involves porting an iOS app to Android. There&#8217;s several resources out there that discuss the UX differences between the two platforms, but they tend to be either too high-level or based solely on opinion.</p>
<p>As a result, my colleague and I decided to run a quick user study to get some empirical data on what works and doesn&#8217;t for Android users.</p>
<p>Using Axure 6 beta&#8217;s mobile prototyping capabilities, we created a prototype that replicated the iOS app experience in a mobile web browser on an Android phone.</p>
<p>We then recruited Android users without significant prior experience with iOS. Their expertise levels with Android were split roughly evenly between intermediate and expert.</p>
<p>We had these participants complete several tasks that were specifically designed to exercise iOS design elements whose applicability to Android was in question.</p>
<p>Here are 5 design principles we were able to infer from the study data:</p>
<ol>
<li><strong>UX differences between Android and iOS are only noticed by expert Android users</strong>. Intermediate users were largely oblivious to the prototype not following Android UX conventions.</li>
<li><strong>When in doubt, Android users reach for the hard buttons</strong>. Whenever participants couldn&#8217;t figure out how to accomplish a task, their first instinct was to use hard buttons, especially Menu and Back.</li>
<li><strong>iOS UX elements whose function is clear can be successfully used by Android users. </strong>An example is global tab bar navigation, which some Android developers shy away from as it&#8217;s perceived to be an iOS artifact. All of our participants successfully used it, and none questioned its use on Android.</li>
<li>
<div><strong>iOS UX elements that are redundant with Android hard buttons should not be used.</strong> Some examples include Back and Action buttons, as well as search bars on top of list views. Expert Android users can still use these, but they immediately flag them as iOS artifacts, which negatively affects their perception of the app.</div>
</li>
<li>
<div>
<div><strong>iOS UX elements whose purpose is unclear without iOS familiarity should be replaced by Android conventions.</strong> A prime example of this is the <a href="http://developer.apple.com/library/ios/documentation/userexperience/conceptual/mobilehig/Art/detail_disclosure.jpg">detail disclosure button</a> for accessing list item properties. None of our participants understood its function immediately, and some weren&#8217;t able to use it at all. As principle #2 suggests, participants&#8217; first impulse was to try to access list item properties using the Options menu. When that failed, several tried to use a longpress gesture.</div>
</div>
</li>
</ol>
<p>These principles can be used as a starting point for porting an iOS app design to Android. But, of course further refinements will usually be needed. When that&#8217;s the case, resources like <a href="http://www.androidpatterns.com/">Android Interaction Design Patterns</a> and Mutual Mobile&#8217;s <a href="http://www.mutualmobile.com/wp-content/uploads/2011/03/MM_Android_Design_Guidelines.pdf">Android Design Guidelines</a> can help. Ultimately though, testing with your app&#8217;s users is the best way to validate your design choices.</p>
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		<title>One app or multiple apps?</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/vnApX1111cU/</link>
		<comments>http://www.dmitryn.com/2011/04/07/one-app-or-multiple-apps/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 20:54:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[apps]]></category>
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		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[testing]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.dmitryn.com/2011/04/07/one-app-or-multiple-apps/</guid>
		<description><![CDATA[How does one make a decision about whether a particular set of usage scenarios should be addressed by a single app or multiple apps? I recently came across this question on a UX mailing list. Here&#8217;s the approach I&#8217;ve used for answering it a little while ago. My approach was to prototype both the single-app [...]]]></description>
				<content:encoded><![CDATA[<p>How does one make a decision about whether a particular set of usage scenarios should be addressed by a single app or multiple apps?</p>
<p>I recently came across this question on a UX mailing list. Here&#8217;s the approach I&#8217;ve used for answering it a little while ago.</p>
<p>My approach was to prototype both the single-app and separate apps options, only to the extent needed to run a usability study testing the integration (or the crossover in the case of the separate apps).</p>
<p>In this particular case, the study results were very clear. A single app that did everything was simply too confusing. Users could not form a clear mental model or figure out where they were in the app. Both quantitative and qualitative data pointed to separate apps being the right answer.</p>
<p>That being said, your mileage may vary. As usual, the only way to find out for sure is to get some empirical data on both options.</p>
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		<title>Nice visual reference for iPhone UI element dimensions</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/nAmkCVJ0uog/</link>
		<comments>http://www.dmitryn.com/2011/01/26/nice-visual-reference-for-iphone-ui-element-dimensions/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 23:00:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<category><![CDATA[iphone ios]]></category>

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		<description><![CDATA[Via one of the developers on my team. Apple should consider adding a diagram like this to the (all too textual at times) iOS HIG.]]></description>
				<content:encoded><![CDATA[<p>Via one of the developers on my team. Apple should consider adding a diagram like this to the (all too textual at times) <a target="" title="" href="http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html#//apple_ref/doc/uid/TP40006556">iOS HIG</a>.</p>
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		<title>Notes from Dan Saffer’s Complexity of Simplicity talk</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/ima1_M8DSRw/</link>
		<comments>http://www.dmitryn.com/2011/01/20/notes-from-dan-saffers-complexity-of-simplicity-talk/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 23:58:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<guid isPermaLink="false">http://www.dmitryn.com/2011/01/20/notes-from-dan-saffers-complexity-of-simplicity-talk/</guid>
		<description><![CDATA[Simplicity/complexity is a false dichotomy The real enemy is unnecessary complication Simplistic is not good either. Lack of power/control. Truly simple products understand complexity, but don&#8217;t reflect it. How to get there? First solution is likely to be Procrustean: Notes, Google Wave, etc. &#8211; neat, plausible, wrong. Things that conspire against simplicity: features, versions, context, [...]]]></description>
				<content:encoded><![CDATA[<p>Simplicity/complexity is a false dichotomy<br />
The real enemy is unnecessary complication<br />
Simplistic is not good either. Lack of power/control.<br />
Truly simple products understand complexity, but don&#8217;t reflect it.<br />
How to get there?<br />
First solution is likely to be Procrustean: Notes, Google Wave, etc. &#8211; neat, plausible, wrong.<br />
Things that conspire against simplicity: features, versions, context, users<br />
People perceive features as value &#8211; the SUV principle.<br />
Fight featuritis by telling a story, showing beauty, making it seem luxurious<br />
A lot of UCD can increase complexity by making problem seem more complex &#8211; fix lightbulb by redesigning electrical grid<br />
Try to reign in personas. Up to 3 ideal, 7 max.<br />
Reign in stakeholder add-ons, scope creep with design principles.<br />
Tesler&#8217;s law: For every activity, there&#8217;s a core of complexity. The only question is, is it handled by  person or system?<br />
Edge cases: But what if the user does&#8230;?<br />
How not to get bogged down with edge cases: sell core UX, set priorities/frequencies, design to prevent the<br />
How to get to far side of complexity?<br />
Remove, align mental and conceptual models, map decisions to specific controls, make system do more, break up things if don&#8217;t affect task flow<br />
More choices, more unhappiness<br />
Staged and progressive disclosure, limit # of rocks where features hide<br />
Watch for feature requests for things that already exist &#8211; MS Word<br />
Organize a product in modules like a game<br />
Look for framing metaphors from existing products<br />
Remove visual clutter &#8211; Tufte<br />
What&#8217;s the focus? Squint test<br />
Operational (expanded) vs. perceived (collapsed) simplicity<br />
Preferences: We couldn&#8217;t figure this out<br />
Visual signals: Next likely step<br />
Desire line: Show shortcuts<br />
Strive for no error messages<br />
Overcue when people need help getting started<br />
Met: 30% of users needed overcues to touch screen<br />
Logical inconsistency &#8211; optimize for common use rather than arbitrary schemes<br />
Invitations to explore &#8211; help those ready to become experts<br />
Distribute features &#8211; pick the right platform<br />
Go beyond Wow to Of Course</p>
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		<title>One set of mobile UI/UX guidelines to rule them all</title>
		<link>http://feedproxy.google.com/~r/dmitryn/~3/DiSaTlY9pCo/</link>
		<comments>http://www.dmitryn.com/2011/01/20/one-set-of-mobile-uiux-guidelines-to-rule-them-all/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 21:29:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<description />
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		<pubDate>Thu, 20 Jan 2011 13:08:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<title>A new year, a new strategy</title>
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		<pubDate>Thu, 20 Jan 2011 01:06:00 +0000</pubDate>
		<dc:creator>Dmitry</dc:creator>
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		<guid isPermaLink="false">http://www.dmitryn.com/2011/01/19/a-new-year-a-new-strategy/</guid>
		<description><![CDATA[Happy 2011! You may have noticed that there hasn&#8217;t been much going on here for a while now. Let me apologize and explain. I could use the standard excuse &#8211; being too busy with projects both professional and personal &#8211; and that would be partially true. But the real reason is, I needed to rethink [...]]]></description>
				<content:encoded><![CDATA[<div class="editorwidth" style="width: 560px; border-width: 0pt 1px 1px; border-style: none solid solid; border-color: -moz-use-text-color rgb(204, 204, 204) rgb(204, 204, 204); overflow-y: auto; overflow-x: hidden;">
<div class=" nicEdit-main  nicEdit-selected" style="width: 552px; margin: 4px; min-height: 92px; overflow: hidden;" contenteditable="true">Happy 2011! You may have noticed that there hasn&#8217;t been much going on here for a while now. Let me apologize and explain.</p>
<p>I could use the standard excuse &#8211; being too busy with projects both<br />
professional and personal &#8211; and that would be partially true. But the<br />
real reason is, I needed to rethink my approach to this blog.</p>
<p>When I first started this blog last year, my goal was to write an<br />
in-depth post on a UX-related topic of interest to me every 1-2 weeks. I<br />
 did this a couple of times, but then my perfectionism set in. I was<br />
never quite happy with my drafts, and so they never got published.</p>
<p>For 2011, I&#8217;m adopting a different strategy. I&#8217;m going to use this blog<br />
as an extension of my <a target="" title="@dmitryn" href="http://twitter.com/dmitryn">Twitter feed</a> &#8211; a way for me to quickly jot down<br />
and publish an idea, an opinion, something I&#8217;ve learned, or a note on a<br />
resource I&#8217;ve found useful. </p>
<p>I&#8217;m hoping that this more &#8220;agile&#8221; approach will result in more content making its way here, and be more useful for you, gentle reader. <img src='http://www.dmitryn.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Stay tuned!
</div>
</div>
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