error pages
Some of them are designed as games. Here are links.
https://www.carwow.co.uk/404page
https://slack.com/404
wallacepolsom

No title available
Stranger Things

izzy's playlists!

No title available
sheepfilms

★
Jules of Nature

shark vs the universe
Mike Driver
Xuebing Du

JVL

PR's Tumblrdome
PUT YOUR BEARD IN MY MOUTH
No title available

Janaina Medeiros
No title available
🪼
will byers stan first human second
I'd rather be in outer space 🛸
seen from Slovenia
seen from Germany

seen from United States

seen from Malaysia

seen from Türkiye
seen from United States

seen from Slovenia

seen from Türkiye
seen from Italy

seen from United States
seen from T1
seen from United States
seen from Ecuador

seen from United Kingdom

seen from Singapore
seen from Poland

seen from United States

seen from Germany
seen from Italy

seen from Singapore
@lllhhh
error pages
Some of them are designed as games. Here are links.
https://www.carwow.co.uk/404page
https://slack.com/404
404 not found pages
the third and the fifth are cute animations. Here are their links.
https://dribbble.com/shots/5604631-Lost-in-Space
https://dribbble.com/shots/12129152-404-Web-page-error
1.Do not hide affordances on a mobile interface We need to clearly suggest that users can use some buttons, like three-dimensional style buttons are meant to be clicked, rectangular boxes are meant to be typed something in. After users clicking some buttons, those icons need to change their outlooks to tell people what they have done.
2. I do not totally agree with the author's opinions on flat design. The flat design makes outlooks of the page at a higher level. It offers a clear and fashionable feeling. If we don't want to sacrifice usability to achieve the flat design, we need to make subtraction in web design and only remain essential content.
3. A user-friendly app should be memorable(it should be easy enough to control that users can remember how to use it); learnable(teach users how to use the app); enjoyable and innovating;
4.Recommendations on the app usability testing. Attach the camera to the device so the user can hold it naturally.
5.Being a mensch app, doing the right thing, being considerate of the user, making sure that users can understand what it is they’re looking at and how to use it without undue effort.
DIY usability test is not that hard.
1. It can only take one morning a month;
2. Three users are enough;
3. Anyone can be testing users; the Nielsen Norman Group’s free 147-page report, "How to Recruit Participants for Usability Studies", can help us find participants;
4. Remember to record the screen;
5. Making a list of the tasks people need to be able to do with whatever we are testing. We can often get more revealing results if we allow the participants to choose some of the details of the task;
6. What does a test process looks like? (There is an example in page 122)
1. How to be a clear home page Tell users what this is, what the company has here, what users can do here, why users should be here and not somewhere else.
2. Initial impressions tended to be very similar to the impressions people had after spending some time on the page. So the reason why the home page is so important is kind of because of people's insistence?
3. There is nothing that usability testing cannot solve. Usability testing is more reliable than personal opinions. Please do not take our feelings as a standard to design the website.
4. The differences between usability tests and focus groups Usability tests are about watching one person at a time trying to use something. Focus groups are about listening to a small group of people talking about their opinions about products. Focus groups can be great for determining what your audience wants, needs, and likes—in the abstract. They are best used in the planning stages of a project. Usability tests, on the other hand, should be used through the entire process.
5. Nowadays, we have larger mobile screens and faster load speed than before. Maybe we are much happier than those web designers in the past.
1. Users prefer mindless choices The most charming point of this book is that I can put myself in almost every situation the book talks about. The difficulty of the click indeed influences me more than the number of clicks. For example, when I am doing a survey, I can stand to click over ten times to make simple choices, like sex and age range. But if I face some choices that require me to think for a while, I may lose my patience and select without looking. So, it is important to let users make simple choices, making those questions easy to understand, using clear icons or pictures to explain.
2. Omit needless words in happy talk and introduction When I was writing a thesis, I always thought about how to write more words. However, I have to think harder about how to reduce the number of words now.
Some principles of web navigation 3. The basic parts of a homepage include side ID, sections, utilities, and the search bar. 4. Clear hierarchy can quickly tell users how to achieve their goals and let them enjoy the web. 5. Always tell users where they are through side ID, visible page names, breadcrumbs(the story behind the name is pretty interesting. Before I read this book, I am confused why this part calls breadcrumb.)
I like its illustrated style.
https://hleb-dom.ru/en/location.html
This map is soooooo interesting! I played with it for a while.
http://www.welcometofillory.com/map
Bears Ears national monument interactive map
http://bearsears.patagonia.com/
It is from Uber eats. Real time tracking makes me less annoying when I am waiting for my food.
A map showing the changes in population.
http://luminocity3d.org/WorldCity/#5/11.502/25.093
This is my favorite one among all carousels examples I found. It is very clear and interesting.
https://www.alanmenken.com/
The transition effect on carousels makes the website alive.
https://dribbble.com/shots/4526027-Foundation-Marketplace-Product-Transition-Animation
carousels of Space X. Full screen pictures can cause strong feelings.
https://www.spacex.com/
carousels examples
carousels of a wallet finance app.
1. Designers cannot assume that users will do something, nor would they like to learn something.
Just like the book's name, don't make me think about it, designers should prepare for the worst situation and imagine that they are working for the laziest people. This might sound ridiculous. But in this way, designers can make the most popular product.
2. I think it is a little difficult for me to make a perfect choice. Sometimes designers are asked to create unusual things, but sometimes they are asked to follow the conventions. It is easy to understand the theory, but it also is hard to activate it.
3. "Make people happy, and your products will be a success."
If designers want to achieve this goal, they can pretend that they are the same people as users and act like users. In this way, designers are able to understand users' desires. But this requires designers to spend a lot of time and do much research and tries. Therefore, some companies refuse to do this and continue making poor products.
4. The author's expressions are very interesting. He says sometimes digital products have sloppy habits and just like children who ignore their parents' words. Actually, I think it is not hard to design software to distinguish a real change from a fake one, like printing documents. But companies might think there is no need to spend money to improve this function. So all users have to endure to answer this kind of stupid answers.
5. There are more theories in digital product designing than I thought. Some features seem very ordinary for me, like it is born to be designed in this way. But it comes out by research supporting and exercises. This is what I feel most after reading Chapter 16.