hover animations @ http://www.blocklevel.nl/
AnasAbdin

@theartofmadeline

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Aqua Utopia|海の底で記憶を紡ぐ
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titsay

Love Begins
almost home
TVSTRANGERTHINGS
$LAYYYTER

Product Placement

blake kathryn

oozey mess
🪼

pixel skylines
Three Goblin Art
tumblr dot com
Misplaced Lens Cap
ojovivo
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@someuxnotes
hover animations @ http://www.blocklevel.nl/
Loading animations don’t have to be restricted to a tiny indicator. http://tympanus.net/Development/CreativeLoadingEffects/ http://fgnass.github.io/spin.js/
The Fundamental Elements of Design – concise, to-the-point animation by Erica Gorochow
The 15 Things Charles and Ray Eames Teach Us
01. Keep good company 02. Notice the ordinary 03. Preserve the ephemeral 04. Design not for the elite but for the masses 05. Explain it to a child 06. Get lost in the content 07. Get to the heart of the matter 08. Never tolerate “O.K. anything.” 09. Remember your responsibility as a storyteller 10. Zoom out 11. Switch 12. Prototype it 13. Pun 14. Make design your life… and life, your design. 15. Leave something behind.
“Slow web: Timely not real-time. Rhythm not random. Moderation not excess. Knowledge not information. These are a few of the many characteristics of the Slow Web. It’s not so much a checklist as a feeling, one of being at greater ease for the web-enabled products and services in our lives.”
Jack Cheng
7 rules of UX
For the days I tend to forget: Law of defaults The user will rarely change default settings. It's like Nokia ringtone — it was once the most popular ringtone on the planet. Why? It was the default ringtone and most people never changed it. Defaults are powerful: * Most people have a default background and ringtone on their phones. * Most people (including you) never change factory settings on their TV sets. * Most people will never change the default fridge temperature. * We don’t notice defaults, but they rule our world. So make sure all default values are as useful and practical as possible — it’s safe to assume some people will never change them. The rest of the rules: 1. Law of clarity- The user will avoid interface elements without a clear meaning. 2. Law of preferred action- The user will feel more comfortable when they understand what the preferred action is. 3. Law of context- The user expects to see interface controls close to the object he wants to control. 4. Law of guided action- The user will probably do something if he is asked to do it. 5. Law of feedback- The user will feel more confident if you provide clear and constant feedback. 6. Law of easing- The user will be more inclined to perform a complex action if it’s broken down into smaller steps. Full text: http://99designs.com/designer-blog/2014/01/15/7-unbreakable-laws-of-user-interface-design/
IKEA’s catalogue now with augmented reality extension In their new catalogue for 2013, IKEA uses augmented reality techniques to provide a digital extension of the printed content. By using the catalogue app on a smartphone and scanning the different pages, IKEA’s customers are able to see movies, pictures and 3D-models providing additional information on the products and showcasing them in a variety of settings.
UK Government Service Design Manual
The UK Government Service Design Manual provides a (draft) digital by default service standard, as well as guidance and tools for building world-class digital services.
5 Rules of Customer Experience Across Channels
With advancements to technology ever increasing, how do businesses adapt (or not) for their customer experience in digital channels? Does digital customer experience have to break the rules of conventional customer experience? Does it have a new set of rules? In an article by bizcommunity, Chantel Botha discusses the rules of customer experience she believes applies across all channels. 1. Be Personal. The more human an interaction is, the better. Customers react positively to humanly responses. For example when responding to your customer emails, use their name rather than the word “customer”. It is the little things that make people feel special and most brand miss out on this simple way to make another personal connection to their customer. 2. Make it Effortless. Customers lives are busy and complex enough. Make their interactions with you as effortless and simplistic as possible to allow for a seamless experience. Customers often expect to fill in their personal details once, for example and not have to deal with filling in the same details time and time again. 3. Give your Customers Control. Customer don’t want to be told how to interact with a company but to have the freedom to access a company through various channels at a time that suits them. The freedom to choose how they interact with you, gives customers comfort in their decisions. 4. Make it a Conversation. Broadcast less, and converse with your customers instead! Customers are more willing to express their opinions online due to its accessibility and anonymity. Use that opportunity to listen to what they are saying and engage with your customers. Botha mentions, “I truly believe the scale of digital communication that allows one to communicate with many or even millions will force brands to go back to basics and re-evaluate their purpose, values and personality.” 5. Keep your Promises. At Proto Partners we believe Branding is the promise you make; Customer Experience is the promise you keep. A great customer experience is one where a customer can rely on a company to keep their promises and to keep true to their brand values. It is far better to be upfront and honest about wait times and delays than to keep your customer in the dark or feeling like you’ve ignored or forgotten them. Most importantly: Listen. “…brands that don’t listen to their customers have really large gaps between what their customers expect and what the actual customer experience is”
Next level in user experience with Google Glass.
Type game
Kerntype is a online game showing you the importance of proper letter spacing. Your mission is simple: achieve pleasant and readable text by distributing the space between letters. Typographers call this activity kerning. Your solution will be compared to a typographer’s solution, and you will be given a score depending on how close you nailed it.
A Dark Pattern is a type of user interface that has been carefully crafted to trick users into doing things, such as buying insurance with their purchase or signing up for recurring bills.
Hartli
His name is Hartli and he is helping us to make internet more beautiful. A computer learning about design on the internet. I like.
Results are gained not by solving problems, but by exploiting opportunities
Peter Drucker