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Однозначного и исчерпывающего ответа на вопрос поверхностный поиск не дал, справочники академического характера чаще всего выдают результаты для изданий (в т.ч. с вариантами использования римских цифр, что не очень подходит для интерфейсов), поэтому хочется понять, как лучше указывать именно диапазоны именно дат и именно в интерфейсах и попробовать сформулировать правило или выявить закономерности. Для этого я вспомнил все, какие мог, кейсы, и упорядочил их в таблице — кейс, числовой пример, формат полный и сокращенный, для дней, недель, месяцев, кварталов, полугодий и лет (внутри поста).
How changing one word in the call-to-action reduced conversions on a payment page by 26.55%
The call-to-action button is an important tool in the user experience designer’s box of tricks. In this article I’ll give you a few pointers on providing effective ones.
When users look for information, they have a goal and are on a mission. Even before you started to read this article, chances are you did because you either had the implicit goal of checking what’s new on Smashing Magazine, or had the explicit goal of finding information about “Navigation Design”.
The Accessibility Toolkit is a collaboration between BCcampus and CAPER-BC. The goal of the Accessibility Toolkit is to provide the resources needed so that each content creator, instructional designer, educational technologist, librarian, administrator, teaching assistant, etc. has the opportunity to create a truly open and accessible textbook. An open textbook that is free and accessible for all students.
Over the past 30 years, designer, writer, and researcher Bill Buxton has been collecting. Explore his collection of input and interactive devices that he found interesting, useful, or important in the history of pen computing, pointing devices, and touch technologies.
People relate to computer interactions much like human conversation, so observing normal conversational rules is a useful design tactic.
After more than a decade of Web usability research, we literally have thousands of guidelines for making better websites. But what are the most important ones that all designers need to know? That's whatPrioritizing Web Usability is about. A second goal of the book is to update the early Web usability guidelines we published in the 1990s. All the guidelines found since 2000 continue to hold, but what about findings from the studies we conducted 1994 to 1999? The book compares these old studies with more recent ones and explains which of the old guidelines should still be followed. 406 pages, heavily illustrated, in full color. (New Riders Press, Berkeley CA.)
When we examine the ethnographic interview as a speech event, we see that it shares many features with the friendly conversation. In fact, skilled ethnographers often gather most of their data through participant observation and many casual, friendly conversations. They may interview people without their awareness, merely carrying on a friendly conversation while introducing a few ethnographic questions.
What people say they believe and say that they do are often contradicted by their behavior. A large body of scientific literature documenting this disparity exists, and we can all likely summon examples from our own lives. Given the frequency of this very human inconsistency, observation can be a powerful check against what people report about themselves during interviews and focus groups.
The success of every business depends on how the business will meet their customers’ needs. To do that, it is important to optimize your offer, the website, and your selling methods so your customer is satisfied. The fields of online marketing, conversion rate optimization, and user experience design have a wide range of online tools that can guide you through this process smoothly. Many companies use only one or two tools that they are familiar with, but that might not be enough to gather important data necessary for improvement. To help you better understand when and which tool is valuable to use, I created a framework that can help in your assessment. Once you broaden your horizons, it will be easier to choose the set of tools aligned to your business’s needs. The tools can be roughly divided into three basic categories:
You need the potential to design something completely new. Prototyping shouldn’t limit you. Framer is a prototyping tool that uses code to make anything possible. Pioneer new patterns and make groundbreaking design. Find the best solution, not just the expected one.
Is a library of user interface and interaction design animations to help you communicate your UI ideas with people.
Центр дизайна и мультимедиа НИУ ИТМО это современная площадка, занимающаяся коммерческой, учебной и научно-исследовательской деятельностью в следующих областях:
юзабилити-исследования, разработка и всесторонний анализ интерфейсов;
современные информационные технологии, средства информационного обеспечения, системы виртуальной реальности, мультимедиа и т.д.;
дистанционное образование.
http://www.ifmo.ru/ru/viewnews/5257/vypuskniki_novoy_magisterskoy_programmy_podruzhat_cheloveka_i_mashinu.htm
As the world deals with increasing complexity — in issues of sustainability, finance, culture and technology — business and governments are searching for a form of problem solving that can deal with the unprecedented levels of ambiguity and chaos. Traditional "linear thinking" has been disparaged by the popular media as being inadequate for dealing with the global economic crisis. Standard forms of marketing and product development have been rejected by businesses who need to find a way to stay competitive in a global economy. Yet little has been offered as an alternative. It is not enough to demand that someone "be more innovative" without giving him the tools to succeed.
Generative design research is an approach to bring the people we serve through design directly into the design process in order to ensure that we can meet their needs and dreams for the future. The book introduces an emerging domain of design that is of immense interest today not only to the academic design research community but also to those in the business community charged with the development of human-centred products, systems, services, and environments. There are no other books with this focus and coverage currently available.
All design is situated—carried out from an embedded position. Design involves many participants and encompasses a range of interactions and interdependencies among designers, designs, design methods, and users. Design is also multidisciplinary, extending beyond the traditional design professions into such domains as health, culture, education, and transportation. This book presents eighteen situated design methods, offering cases and analyses of projects that range from designing interactive installations, urban spaces, and environmental systems to understanding customer experiences.
Each chapter presents a different method, combining theoretical, methodological, and empirical discussions with accounts of actual experiences. The book describes methods for defining and organizing a design project, organizing collaborative processes, creating aesthetic experiences, and incorporating sustainability into processes and projects. The diverse and multidisciplinary methods presented include a problem- and project-based approach to design studies; a “Wheel of Rituals” intended to promote creativity; a pragmatist method for situated experience design that derives from empirical studies of film production and performance design; and ways to transfer design methods in a situated manner. The book will be an important resource for researchers, students, and practitioners of interdisciplinary design.
Learn how people use your app with the world's most advanced mobile & web analytics
Allaboutux.org provides information about user experience (UX). The information on this site is collected from the UX community and is created and maintained by volunteers.