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Concevoir une architecture hybride durable: le rôle crucial de l'empreinte carbone

La conception d’une architecture hybride durable est un défi majeur. Une attention particulière doit être portée à l’empreinte carbone pour garantir une solution durable.

L’augmentation de la demande en services de cloud computing et son impact sur l’environnement, mettant en évidence la nécessité de prioriser la durabilité et de réduire les émissions de carbone dans les environnements cloud hybrides, sont abordés dans cet article. Il souligne l’importance des exigences non fonctionnelles, en particulier l’empreinte carbone, dans la conception de l’architecture cloud hybride et la nécessité d’un rapport standardisé des émissions de carbone pour la transparence et le respect des obligations. L’article explore également diverses opportunités pour minimiser l’empreinte carbone, notamment l’optimisation de l’utilisation de l’énergie et des exigences matérielles, ainsi que la gestion de l’empreinte carbone par le suivi et le reporting des émissions, l’optimisation de l’utilisation du matériel et l’adoption de sources d’énergie renouvelables. Le rôle des fournisseurs de cloud dans l’aide aux entreprises à réduire leur empreinte carbone est discuté, ainsi que l’importance de la collaboration entre les dirigeants d’entreprise, les équipes informatiques et les fournisseurs de cloud pour intégrer la durabilité dans le processus de conception de la solution. De plus, l’article met en évidence l’impact significatif des exigences non fonctionnelles telles que le placement des charges de travail et le routage du réseau sur l’empreinte carbone d’une entreprise, soulignant la nécessité de prendre en compte les facteurs de durabilité pendant la conception et la mise en œuvre des environnements cloud hybrides pour réduire les émissions de carbone et se conformer aux exigences réglementaires.

## L’impact de la demande croissante en services de cloud computing sur l’environnement et la nécessité de prioriser la durabilité

L’utilisation croissante des services de cloud computing et son impact sur l’environnement soulignent la nécessité de prioriser la durabilité et de réduire les émissions de carbone dans les environnements hybrides cloud. Il est important de mettre l’accent sur les exigences non fonctionnelles, en particulier l’empreinte carbone, dans la conception de l’architecture hybride cloud et la nécessité d’un rapport standardisé des émissions de carbone pour la transparence et le respect des obligations.

Il existe plusieurs possibilités pour minimiser l’empreinte carbone, notamment l’optimisation de l’utilisation de l’énergie et des exigences matérielles, ainsi que la gestion de l’empreinte carbone par le suivi et le rapport des émissions, l’optimisation de l’utilisation du matériel et l’adoption de sources d’énergie renouvelables. Le rôle des fournisseurs de cloud dans l’aide aux entreprises à réduire leur empreinte carbone est discuté, ainsi que l’importance de la collaboration entre les dirigeants d’entreprise, les équipes informatiques et les fournisseurs de cloud pour intégrer la durabilité dans le processus de conception des solutions. De plus, l’article met en évidence l’impact significatif des exigences non fonctionnelles telles que le placement des charges de travail et le routage du réseau sur l’empreinte carbone d’une entreprise, soulignant la nécessité de prendre en compte les facteurs de durabilité lors de la conception et de la mise en œuvre des environnements hybrides cloud pour réduire les émissions de carbone et se conformer aux exigences réglementaires.

Les solutions hybrides cloud sont un moyen efficace pour les entreprises de réduire leur empreinte carbone et de répondre aux exigences réglementaires. Les fournisseurs de cloud doivent travailler en étroite collaboration avec les entreprises pour intégrer la durabilité dans le processus de conception des solutions. Les entreprises doivent également prendre en compte les exigences non fonctionnelles telles que le placement des charges de travail et le routage du réseau pour réduire leur empreinte carbone. Enfin, il est important d’adopter des sources d’énergie renouvelables et d’optimiser l’utilisation des ressources matérielles et énergétiques pour minimiser l’empreinte carbone et respecter les exigences réglementaires. La conception d’une architecture hybride cloud durable est essentielle pour assurer une empreinte carbone minimale et une conformité aux exigences réglementaires.

Source de l’article sur DZONE

Many firms’ design and development decisions are increasingly oriented toward human-centered innovation. Instead of rushing goods to market, these firms are using a user-centered design approach.

Design and development teams build high-performing digital products or websites that uniquely meet customers’ demands by concentrating on the user experience. After all, a good web design is helpful in boosting the business reputation or user experience.

This post will define user-centered design, discuss its fundamental principles, and describe the user-centered design process.

What Is User-Centered Design?

To create an enjoyable solution to a problem, user-centered design is a collection of iterative design processes concentrating on the user’s needs at each step. In UCD, the expectations, objectives, and preferences of the user significantly impact design decisions.

Additionally, users are actively involved in the entire process from start to finish. User-centered design principles encourage designers to create products with users rather than just for them. This strategy typically includes user research, interviews, usability testing, and a massive amount of feedback gathering.

UCD Requires Four Fundamental Components:

  • Visibility: Can people see what your website is about and how to utilize it the moment they land on your page?
  • Availability: Is your website user-friendly? Can they swiftly locate information? They should be able to find call-to-action buttons, menus, filters, and search choices with ease.
  • Legibility: Is the text simple to read for users?
  • Language: Is the language simple to grasp for users? Do you avoid using industry jargon in your UX authoring, which might lead to confusion and hesitation?

What Is The Significance Of UCD?

User experience is important in product design, especially in digital products such as app design, web and interface design, and marketing. Customers want their lives to be simplified. A website, app, or product exists to fulfill a consumer. Hence its success is determined by their interaction with it.

The following are some of the advantages of a user-centered design strategy for a business:

  • Customers keep coming back for more
  • There would be an increase in sales
  • Creating polished, efficient, and widely available goods
  • Understanding challenges thoroughly to provide suitable solutions
  • Customers and teams working together
  • Avoiding typical blunders
  • Enhancing Competitiveness
  • Assisting them in comprehending their market

It offers consumers the following advantages:

  • Making their life easier
  • Fulfilling their desires
  • Companies making them feel heard and understood
  • Making them feel important in the creation of things they use
  • Providing answers to challenges they were unaware they had or could not imagine solutions to

Let’s dig in to learn more about the advantages of UCD.

Businesses can benefit from using the user-centered design approach in various ways. As you incorporate this into your web development, you can enjoy the following four main advantages.

1. Prevent Project Failure

Your company might find it simpler to incorporate improvements and ensure your product is in line with actual user needs if you have a continuous feedback process assessing how customers react to your product, like a website.

Customers feel like their needs are better represented in the finished product, which can increase engagement and strengthen the bond with the company.

2. Improve ROI

This method produces products that more accurately reflect user expectations. The procedure also lessens mistakes made by website users, for instance. When combined, these factors motivate users to convert from leads to paying clients, boosting return on investment.

3. Increase Development Efficiency

In user-centered design, the objectives of the various team members are aligned. This can help clarify the best course of action for all parties involved. A more targeted, goal-oriented development process may be encouraged by the regular evaluation process.

Additionally, businesses can engage stakeholders and explain how their efforts and methodologies will improve customer interactions by using an iterative life cycle during product development.

4. Up The Level Of Competition

Customers will more fully appreciate what you offer, improve their engagement with your product or website, and be more likely to purchase from you if your product is created with their needs and expectations in mind.

As a result, this may increase your ability to compete in your sector.

5. KPIs Are Included

Given your user needs and business objectives, how do you move from the first to the second? You can measure key performance indicators with this in mind once you know what user needs are essential for the overall goals.

For instance, productivity may be the focus of office software, shopper activity may be the focus of sales tools, and retention rates may be the focus of other apps. All of these are necessary steps toward achieving business values like profit and revenue.

Human-Centered Design Versus User-Centered Design

There is a significant difference between humans and users. Simply put, all users are humans; however, not all humans will use your product. Therefore, you must thoroughly understand your target market to produce a successful user-centered design.

Detailed research should be done on the problems and goals of your users. Then, talk to them and give them several chances to offer feedback. By doing this, you’ll create a user persona that is complete and that you can use to determine the priorities for your design.

It’s critical to understand that different user groups may have additional requirements, levels of technical expertise, and expectations for using products like the one you’ve made.

What crucial guidelines or principles should designers consider when adopting a user-centric design?

The Process Of User-Centered Design

Certain fundamental principles underpin user-centered design. While the development process is always iterative, no explicit methods for implementation are specified. The approach can be implemented in either a waterfall or an agile environment.

1. Contextualization

The first step is to analyze the environment in which users will use the product. What are the intended applications of the product for future users? Teams working on projects can get answers by watching and talking to potential users.

2. Outlining The Prerequisites

Specifying the requirements for the new product is the second step. In this step, user requirements are described while considering corporate needs.

3. Design

Once the requirements are established, the actual design process can begin. Designers typically start by producing a straightforward prototype, like one made of paper, then move on to digital wireframes and a finished prototype.

4. Analysis

The project team solicits feedback from potential users after creating a prototype. This is typically done for digital applications through in-depth user testing and qualitative research.

Do surveys and tests evaluate user satisfaction, effectiveness, and efficiency? With the new information, the project team goes back to step 2 or step 3 of the design process to improve the product. Once the user feedback is satisfied, these iterations continue while taking into account corporate frameworks (time and costs).

Top 10 User-Centered Design Principles

Principles of user-centered design attempt to guarantee that usability is the primary priority throughout the development process. These principles, if successfully followed, will ensure that user experience is fulfilled not just during the initial introduction of a product but also during its use.

Furthermore, each of the following principles may be tailored to match the specific requirements and interaction demands of any product.

1. Use Simple Language

Professional Web Designer strives to provide the most readable discourse for the user while creating a product. This involves clarifying vocabulary, eliminating jargon, and simply providing information pertinent to the work.

Presenting users with irrelevant information throughout their use of the product taints its usefulness. Furthermore, basic language helps the user finish the work without being overwhelmed or confused.

2. Feedback

Users expect a reaction to all of their actions. This might involve modifying the look of the screen after completing an activity. If the job is finished after some time, it should display a loading page to notify the user that the task is in process.

Keeping the user informed throughout the process reassures them and keeps them on track with their job.

3. Maintaining Consistency

Keeping the product consistent is essential in ensuring an ideal user experience. Consistency affects how customers approach a product, and the time it takes to learn how to use it.

From the start of the project until its completion, the consistent philosophy underpinning the UCD process should be maintained. If the interface design needs to be updated, it is critical to maintaining consistency across new features to stay beneficial to the user.

4. Give The Complete User Control

Consumers are already aware of their requirements. They should be able to use a product with minimal effort and depend on the product’s help to accomplish the rest.

By removing the effort from the job, the user can do it quickly while keeping control of their activities.

5. Describe The Situation

Before developing a product, the designer must first investigate the ideal user and their wants. The designers can gain a comprehensive sense of some of the issues these people experience by studying their lifestyles.

Many of these observations are conducted through interviews. These interviews provide the designer with information on the exact goals that users want to attain and how they want to achieve them.

6. Examine the Design

Designers undertake usability testing with actual users of their product at this stage in the UCD process. This stage provides designers with insight into how consumers will interact with the product and how to modify it to suit them better.

It is advised that this stage be completed as quickly as feasible. The sooner customers provide input, the faster designers can comprehend their product from the user’s perspective.

7. Create Designs That Are Specific To The Needs Of The User

The design team must examine the distinctive features of their intended demographic as well as frequent real-world activities while beginning the design process. Furthermore, the product should be appropriate for the environment in which it will be utilized the most.

Making a product that needs a lot of work from the user reduces its usability and usefulness, ultimately defeating the objective of UCD.

8. The Design Process Is Iterative

Because user-centered design is based on putting the user first, the product team should constantly be working to improve the user experience. By introducing changes gradually, you will gain a better understanding of your target audience.

9. Adequate Navigational Tools

An essential component of the user experience is the capability to navigate between pages of your website and return to the previous one. Make sure users know where they are on your website and how to leave any pages they don’t want to see.

Customers can better understand how to navigate your page by giving them features like a navigation map, for instance. Make it simple for customers to change their order without leaving the current page if they buy clothing and discover they need a different size once they reach the checkout page.

10. Unflawed System

Customers should find it easy to navigate between your website’s pages and accomplish their goals. If they make a mistake, be there to help them fix it so they can achieve their goal.

The form may ask for specific, essential fields, such as the square footage, and may also include a gentle reminder or an alert that appears if the user accidentally leaves a required field blank.

Customers may feel more comfortable responding to your prompts and participating in a conversation if you ask questions one at a time and offer automated responses for each response.

Wrapping Up

User-centered design is more than just making a good product. It goes further than that. You demonstrate your motivations and intentions by putting your users in the spotlight. You’re demonstrating that it’s not all about meeting deadlines or turning a profit. Instead, you’re telling your users that you understand what they want and prioritize their needs.

It should come as no surprise that the most effective teams are user-centric. Knowing your customer is essential for success in any industry, including design. Create products that put the user first, and you will create products that people will love.

You can build a more robust, user-friendly website that is better equipped to respond to user needs and expectations by incorporating the User Centered Design process into your product design. However, it’s crucial to collaborate with a specialist who can apply these techniques and produce the result you’ve envisioned.

 

Featured image by pch.vector on Freepik

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UX laws are an invaluable tool, providing guidelines for designers that ensure we don’t have to continually reinvent the wheel when crafting experiences for the web.

However, UX laws tend to be devised by scientists and psychologists — people who are more than comfortable with the exceptions and allowances of academic language. By the time they filter down to us in the trenches, the language has invariably been over-simplified, and the wisdom behind the idea diluted.

Today we’re going to look at seven well-known and commonly cited rules of UX design that too many designers get wrong.

1. Jakob’s Law

Jakob’s Law, named for the UX researcher Jakob Nielsen, states that users spend most of their time on other sites and as a result prefer sites that work the same way as the sites they already know.

Jakob’s Law has often been used to limit experimentation and encourage the adoption of common design patterns in the name of usability.

However, the word ‘prefer’ is hugely loaded. While it’s true that a user will more easily understand a familiar design pattern, they do not necessarily prefer familiar experiences.

It has been widely proved that new experiences boost our mood and that new experiences improve our memory. If your goal is a memorable site that leaves users with a positive impression, introducing novelty is a sound decision.

2. Goal Gradient Hypothesis

The Goal Gradient Hypothesis assumes that the closer users are to their goal, the more likely they are to complete it.

It’s an attractive theory, especially in e-commerce, where it is often used to justify simplifying the initial purchase process and postponing complexity to move users along the funnel — a typical example is leaving shipping charges until the final step.

However, anyone who has studied e-commerce analytics will know that cart abandonment is a huge issue. In North America, shopping cart abandonment is as high as 74%.

We don’t always know what the user’s goals are, and they may not match ours. It may be that users are treating your shopping cart as a bookmark feature, it may be that they have a last-minute change of heart, or they may be horrified by the shipping charges.

While providing a user with an indication of their progress is demonstrably helpful, artificially inflating their proximity to your preferred goal may actually hinder conversions.

3. Miller’s Law

Never in the whole of human history has any scientific statement been as misunderstood as Miller’s Law.

Miller’s Law states that an average person can only hold seven, plus or minus two (i.e., 5–9) items in their working memory. This has frequently been used to restrict UI navigation to no more than five items.

However, Miller’s Law does not apply to items being displayed. While it’s true that too many options can lead to choice paralysis, a human being is capable of considering more than nine different items.

Miller’s Law only applies to UI elements like carousels, which have been widely discredited for other reasons.

4. Aesthetic-Usability Effect

Edmund Burke once said, “Beauty is the promise of happiness.” That belief is central to the Aesthetic-Usability Effect, which posits that users expect aesthetically pleasing designs to be more usable.

Designers often use this as a justification for grey-on-grey text, slick animations, and minimal navigation.

Critical to understanding this is that just because users expect a design to be usable does not mean that it is or that they will find it so. Expectations can quickly be dashed, and disappointment often compounds negative experiences.

5. Peak-End Rule

The Peak-End Rule states that users judge an experience based on how they felt at the peak and the end, rather than an average of the experience.

Designers commonly use the Peak-End Rule to focus design resources on the primary goal of each experience (e.g. adding an item to a cart) and the closing experience (e.g. paying for the item).

However, while the Peak-End Law is perfectly valid, it cannot apply to open experiences like websites when it is impossible to identify a user’s starting or ending point.

Additionally, it is easy to see every interaction on a website as a peak and even easier to make assumptions as to which peak is most important. As such, while designing for peaks is attractive, it’s more important to design for exceptions.

6. Fitts’ Law

In the 1950s, Paul Fitts demonstrated that the distance to, and size of a target, affect the error rate of selecting that target. In other words, it’s harder to tap a small button and exponentially harder to tap a small button that is further away.

UX designers commonly apply this law when considering mobile breakpoints due to the relatively small viewport. However, mobile viewports tend not to be large enough for any distance to affect tap accuracy.

Fitts’ Law can be applied to desktop breakpoints, as the distances on a large monitor can be enough to have an impact. However, the majority of large viewports use a mouse, which allows for positional corrections before tapping.

Tappable targets should be large enough to be easily selected, spaced sufficiently, and tab-selection should be enabled. But distance has minimal impact on web design.

7. Occam’s Razor

No collection of UX laws would be complete without Occam’s Razor; unfortunately, this is another law that is commonly misapplied.

Occam’s Razor states that given any choice, the option with the least assumptions (note: not necessarily the simplest, as it is often misquoted) is the correct choice.

In an industry in which we have numerous options to test, measure, and analyze our user interfaces, you shouldn’t need to make assumptions. Even when we don’t need extensive UX testing, we can make decisions based on other designers’ findings.

Occam’s Razor is a classic design trap: the key to avoiding it is to recognize that it’s not your assumptions that matter, it’s the users’. As such, Occam’s Razor applies to a user’s experience, not a design process.

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Todoist is a to-do list app that 25 million people rely on every day to keep their lives organized. As part of the Doist design team’s goals for 2021, we aimed to redesign the Todoist Android app to take advantage of the latest Google Material Design guidelines.

In this post, we cover the design decisions and processes behind redesigning the Todoist Android app for Material Design. We explore the Design and Android team’s collaboration practices that brought the app update to life, which resulted in winning the Material Design Award 2021 in the large screen category. Let’s get started!

Opportunity

When we started the project, our design implementation on Android was ready for a major overhaul. The last milestone redesign on Android was initiated after the release of the first Material Design guidelines in 2016. Since then the team successfully worked on continuous improvements to the Android app, but we saw the opportunity to improve Todoist on Android on a more holistic level.

We set out to clean up instances of older UI components, colors, and text styles and update them with the latest Material Design components. We observed that some interactions and navigational patterns had become inconsistent with what users were expecting on newer Android devices and were eager to modernize this experience. With new hardware and software changes in mind, we set out to make the experience on larger phones and tablets even better, so Todoist could take full advantage of the latest generation of devices. Material 2 and 3 provided an incredible new framework to rethink the current app experience. With this in mind, we set out to challenge what a modern Android app should look like and innovate on top of the default user experience.

Solution

The team set itself the goal of redesigning our Todoist Android app and aspiring to make it the best-designed productivity app on Android. The project was ambitious and scheduled to take several months to complete. We set ourselves the following targets while working on the project:

  • Review the current implementation and older design specs.
  • Study the latest Material Design Guidelines and assess what is relevant for our project.
  • Research great Material Design apps and case studies and learn from their execution.
  • Define the new Todoist Android app design language and document the changes.
  • Design and development work together to assess the proposed solution and implementation.
  • Test an early version of the new app internally to gather feedback and make adjustments.
  • Invite beta testers to the new app to gather feedback and make adjustments.
  • Refine the app and address core issues before launching to the public.

Review

The project was kicked off by reviewing the current Todoist Android app implementation, noting down what areas needed to be fixed and what was up to date. While reviewing, we took screenshots of the app implementation for reference. This way we could easily see the current state of the app and compare it to the new design proposals that would be created. Once the review process was finalized, we had a comprehensive overview of the current state of the app and the layout, component, and styling changes we wanted to make.

Study

We continued the project by studying the latest Material Design Guidelines, assessing the components and practices that were most relevant to Todoist.

When the project kicked off in February 2021, Material 2 was the most recent version of their design system. Since Material 2 had already been released for quite some time, we anticipated that design changes to Material would be announced soon at the Google I/O event in May 2021. Rather than wait, because we expected the changes to be iterative, we pushed ahead with our work.

We identified 25 components and UI patterns that we wanted to change across the app. The changes included buttons, forms, menus, sheets, navigation drawer, app bar, system bars, text and color styles, and more. We started by creating a table view in a Dropbox Paper document with the component changes and references links to Google’s Material Design Guidelines.

This components list was a starting point for discussion to plan the scope and complexity of the changes. Close async discussions between the design and development team in Twist and Dropbox Paper comments helped us make decisions about scope and complexity early on and set a solid foundation for the project.

Research

In the initial Material Design study, we also researched inspiring Material Design apps, Material studies, Play Store apps, and Google Workspace apps to learn from their execution.

We started out by studying the Material Design Award Winners 2020 and tested out the products that were showcased. The showcased winners struck a good balance between implementing the Material Design Guidelines while maintaining their own product’s brand within the system. This balance between Google’s guidelines and the Todoist brand was also key for us to get right and so we strived to find this mix across the work we created and implemented in the project.

Along with the MDA winners, we researched the Material Studies that Google produced to showcase what apps could look like with branding and Material Design guidelines applied. It was a great reference to see how far components could be customized while maintaining the core platform principles. The Reply case study in particular offered valuable insight to us as its content type and layout came closest to Todoist. It showcased how components like the app bar, navigation drawer, and large screen layouts worked while being customized.

We continued our research by searching the Google Play store for inspiring app examples. Google Tasks, Press, Periodic Table, and Kayak stood out to us as the level of polish and quality of the apps were on par with the experience we were aspiring to create.

Sometime later in the project when Material You was released (more on that later), we stumbled upon the Google Workspace apps blog post which previewed Material 3 changes that Google was introducing to their own products. It offered a great glimpse at what was to come before the Material 3 Design Guidelines were officially released. This post sparked new internal discussions and further design explorations that we considered for future Todoist Android updates.

Design Spec

As we started to define the new Todoist Android app design language and document the changes, we opted to create a design framework, focusing on creating components rather than designing every screen in the app. This allowed us to consistently apply the design system in the app. We did so by using the previously defined component list that we created during the review and study process.

Core screens from different areas of the app were chosen to demonstrate how the components could be applied. We chose to mock up the Todoist project view, navigation drawer menu, project view edit screen, settings, and project detail view, among others. These screens gave us a good overview of how buttons, forms, drawers, lists, and other components would work together and in different states; selected, pressed, disabled, etc.

During the project, we were transitioning our Doist design system to Figma and started creating our first components in the new Doist Product Android Library. We started by using some components from the Material Design UI kit – Components library from the official Google Figma resource file and added them to our Doist design system. We then continued to build up the Product Android Library file with our Todoist-specific components such as task list & board views, detail views, sheets, colors, typography, etc.

We continued by documenting color and typography changes that were based on the Material Design guidelines. The design team opted to implement a new Design Token framework that would share the same values between our design system and the development implementation. The development team would output the values they had in the current implementation and the design team would analyze which values were needed and which could be merged, changed, or deleted. This informed the new Design Token color and typography system which we then documented and discussed with the team to implement. Later in the project, we were happy to see a similar token system introduced by Material 3 in the latest guidelines which validated our thinking and principles behind the new design system.

The design documentation expanded to hold other edge-case mockups that could sit alongside the design system. We documented different responsive screen experiences between phones and tablets against the previous implementation. Additional sections were created to document the motion that should be used for certain components and screens by referencing existing Material Design guidelines examples or prototyping custom motion in Principle and After Effects. The design spec also touched on haptic feedback that should appear on touch targets, how dark mode should work across the new components, documenting Todoist themes within the new design language, and more.

Design Implementation

At Doist, the benefit of the squad is that cross-team collaboration is built into the make-up of the team. Designers, developers, support, and product managers work together in a squad to deliver the project. This close collaboration from the start is key to bridging the gap between scope, estimations, design, development, and delivery. The squad discussed their findings on a daily basis and came up with the best plan of action together.

Designers started by creating components in Figma and shared them with developers in Dropbox Paper. We used screenshots to document the current implementation next to the new designs and linked to the default Google Material Design components. This allowed the team to compare all references in one place. Developers shared their feedback, adjustments would be brainstormed together as the designs were iterated.

Designers on the project would share their work in progress on a weekly basis with the rest of the design team in a design review Twist thread. Here details about the designs were discussed, alternatives mocked up and bigger picture plans made. Design reviews brought up topics like FAB (Floating Action Button) placement, theme options, accent color usage on components, consistency with other platforms, navigation options, and shadow elevation. After thorough discussions and alternative mockups were presented, the design team aimed to find the right balance between Material Design and Todoist brand guidelines. The development team, also part of the design reviews, gave their feedback on the solution and raised technical complexities early on.

Eventually, the design was stabilized and consistencies updated across components and mockups. The design spec was kept up to date so the development team could always review the latest designs in Figma.

Testing

As soon as the development process started, the Android team provided early screenshots and videos in Twist threads while they were implementing the design spec. This practice allowed us to review the app implementation early and often. Designers could review the development work and share feedback in Twist, which resulted in getting the implementation to a high quality. Alongside Twist discussions, the team set up a Todoist project to track ongoing issues and fix bugs. Designers logged new issues, developers would solve them and share the new implementation for designers to review.

When the team had the first stable version of the Android app, we shared it internally at Doist to get more insight and feedback. Other Doisters could access the redesign via a feature flag that could be turned on in the app settings and test the new version for however long they wanted. The feature flag system allowed people to give us early feedback on the design decisions we made and report bugs. Feedback was submitted by the wider team through a dedicated Twist thread and designers and developers could discuss how best to address the feedback during the active project implementation.

After we refined the app implementation further and addressed early feedback we opened up the app update to our beta users. Here users had access to the new Android redesign and were able to give us feedback. Our support team gathered feedback and shared it with us in a dedicated Twist thread. The squad aimed to analyze every comment and looked for patterns where we could make tweaks and improvements to the user experience.

As part of these tweaks, we made changes to how the bottom bar and navigation drawer worked. Some users reported frustrations with the way the new bottom navigation and menu drawer worked. In its first implementation, the drawer was half raised when opened and had to be swiped up to be raised again to see the full content list. This was an issue for some users as it was slower to get to the content below the list. So we decided to fully raise the drawer by default when opening. We also made it easier to open the navigation drawer by sliding up from the bottom app bar. This was a small shortcut but it enabled users to get to their content faster.

Material You

While we were in the testing phase and about to wrap up the project, Google unveiled Material You, and sometime later the Material 3 Guidelines were published. With the newly announced resources, we went back to study the latest guidelines and references we could find to see where the Todoist Android app redesign fits in and which adjustments we might need to make now or in the future.

Dynamic Color was a big new feature that was announced as part of the Material You update. As Todoist supports many different themes the Material You Dynamic Color feature seemed like a good fit for our product. We decided to prioritize this feature and implement Dynamic Color light and dark themes as part of our Todoist theme settings options.

To implement Dynamic Color, the development team started off by creating a demo prototype that utilized the Dynamic Color system and showcased how we could select from a range of color choices that the system defined based on the wallpaper choice. From there, we tried to incorporate system behavior in our design mockups. We designed a range of different color mockups and components to see which ones could fit with which components. We then came up with a color system that worked for the Todoist app and the new themes. These new Dynamic Color themes would sit alongside our current theme options in the Todoist app settings. From here users could choose between Dynamic Color Light and Dark themes.

Along with Dynamic Color, the team also created a customizable bottom app bar, allowing users to set up the app in a way that’s most convenient to their workflow. The location of the Dynamic Add Button can be changed to the center, left, or right corner of the screen. The order of the Menu, Search, and Notification buttons can be rearranged to best fit the ergonomics of the user’s dominant (left or right) hand and optimize their navigation patterns.

Launch

As critical beta feedback was addressed and stability tweaks were made, the squad felt ready to release the new Todoist Android app to the public. The team logged the issues that could not immediately be addressed for future reviews and updates.

The design and marketing team readied the launch by creating What’s New banner artwork and copy that are displayed within the app when launching the update. The Doist marketing team also created release notes and shared the app update announcements on our social channels. The brand and product design team worked together to create custom image assets and copy that summarised the project work in a simple and beautiful way.

What’s Next: Material 3

After a successful launch of the redesigned Todoist for Android app, Google contacted Doist to announce that Todoist was selected as the Material Design Award 2021 winner in the Large Screen category. The team was excited to be recognized for their hard work and it felt like we achieved the goal we had set out to accomplish.

Internally, designers and developers continued to study and discuss the Material 3 updates. The design team started exploring mockups and design changes inspired by Material 3 and Google’s Workspace app updates. Some of our current Todoist explorations include changing the FAB styling, updating the app bar, further removing elevation shadows, and more. Here is a preview of what a future Todoist update could look like.

We hope these insights into Doist’s design process and collaboration practices have sparked your interest. Thank you for reading and stay tuned for future design updates!

Takeaways

  • Study the Material guidelines, Material Design winners, Material studies, and Google Workspace apps to make informed design decisions when designing your next product or app update.
  • Evaluate which Material Design components and practices are right for you and implement them into your product.
  • Carefully balance the Material Design guidelines with your brand guidelines to create a unique and consistent experience between your product and the platform it lives on.
  • Collaborate with your Android developers early and often to ship app updates efficiently and increase the design implementation quality.
  • Use design components and build a design system along with practical mockups to create an efficient design spec.
  • Consider how the latest Android features fit into your product and which have the most impact on your users before deciding to implement them.
  • Test and review builds with your internal team and external beta users to get valuable feedback and make adjustments before releasing them to the public.
  • Create announcement artwork to showcase your latest app or feature update along with a clear description to share in-app and on social media.

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It’s something every design team dreams about – a better design process and handoff procedure. Your design team is not alone if you are looking for a better solution.

Imagine what your workflow would look like if you could forgo the struggles of image-based technology, design and handoff with accurate components that have interactive features. Projects in the design phase will look more like final products and, most importantly, interact like final products. 

Let’s imagine a new design process together.

Challenges of an Image-Based Design Process

Here’s what we all know – image-based design tools provide pictures of components in the visual form but lack the interactivity and conditions that exist in the end-product. There’s not a high level of functional fidelity there, and it can cause confusion among design teams and rework.

These tools require you to redraw the fundamental components and design with boxes and rectangles, which takes too much time and can create a disconnect between the design and development teams. 

Further, you don’t fully maximize the potential of a design system because of inconsistencies between code-powered systems that developers use and these image-based systems for designers. There’s an innate gap between maintaining the environments and creating consistency in components. 

The final and maybe most difficult challenge with an image-based design process is in usability testing. You just can’t test an image the way you can working components. If the prototype is not interactive enough, you lose valuable feedback in the testing process. Functional fidelity is a must-have design and development tool in 2022. 

Iress, market-leading financial software, had many of these same problems in its design system process. You can probably relate to its story, which includes a designer and engineer who aren’t entirely on the same page, hit the deadline and have to deliver, and then get customer feedback. The result was a lot of extra headaches and work. 

But there is a better way: Import all user interface components into a code-powered design system in sync with a design tool so that your team can work in harmony to build, scale, and handoff projects with ease. 

Scale Design With Accurate Components

Here’s what most design and development teams want en route to building products: Accurate components with built-in interactivity, states, and conditions. No redrawing boxes and rectangles; no trying to figure out what states and interaction should be.

And if you can do it with ten times the speed and agility? Now you’re really in business. 

“It used to take us two to three months just to do the design. Now, with UXPin Merge, teams can design, test, and deliver products in the same timeframe,” said Erica Rider, Senior Manager for UX at PayPal. “Faster time to market is one of the most significant changes we’ve experienced using Merge.”

The time and workflow savings come from the ability to maintain only one environment as a product team. Rather than image-based tools, a code-powered design system that will push updates to components as the design evolves is the modern way to work. This workflow can also eliminate duplicate documentation so that your team has a single source of truth for whole product teams. 

Now you can be more agile in the design process and scale. And as Rider hinted at, there is a solution already available in UXPin Merge. 

Scalability with accurate design components has other benefits as well. 

Teams can onboard people faster because the design system is in the design tool. There’s less searching for answers with drag and drop-ready building blocks. New team members will find more success and be more valuable to the team quicker due to fewer inconsistencies and errors. 

Testing also gets a boost as you scale with a single source of truth. You can actually create better usability tests with a high-fidelity, functional version of the prototype, allowing users to leave more valuable and detailed feedback that can improve your product in the early stages. 

Better Handoffs Start Here

As you imagine a better design process, take it one step further. Better handoffs are a goal for most teams. 

An interactive component-based design tool can eliminate the need for multiple iterations of the same meeting to explain how a prototype works. Everyone can see and interact with it for themselves with accurate, true components that ensure the prototype works the same as the product. 

Designers will feel more like their vision is making it into the final product, and developers have a better idea of how to work. Everyone has the exact same components written in code. Thanks to the single source of truth, devs can speed up as they build the product because they start with components that include production-ready code.

A typical design to developer handoff might have multiple steps: Create vector design elements, create a model for interactions, and then send the prototype with documentation. Not to mention the meetings that are required to make sure everyone is on the same page.

In a model with interactive component elements, the developer handoff is fast and easy; they create a prototype with true components and all the built-in properties. The developer copies the JSX code and pastes it into his tool to build the final product. All the component properties and their coded interactions already exist in the source code. This is possible because the source of truth is the code itself, the source code.

Quick Tool Solution and Technical Use

This solution to this common challenge is not somewhere in the future; it’s already here.

UXPin, a code-based design tool, has Merge technology, which allows you to bring all interactive components into UXPin. Then you can use your own, or the open-source library with the ready-made building blocks to get products ready faster.

Here are just a few of the things you can do with Merge by UXPin:

  • Integrate your developer’s storybook to use it as a single source of truth (works for all frameworks)
  • Import design system components from a dev’s Git repository, such as GitHub, Bitbucket, GitLab, or others (works with React)
  • Work with the built-in MUI library
  • Add the npm component package to UXPin on your own (no developer required)
  • Design with the confidence that your work can be ideally reflected by developers
  • Create and share a library of interactive components

Summary 

Say bye-bye to redrawing rectangles – build more accurate prototypes easier and end-products faster with Merge by UXPin.

Now is the time to solve one of your biggest design challenges while upgrading and scaling the design process and improving handoffs. 

Merge by UXPin is user-friendly and made for scalable projects of almost any size. The line between design and development blurs with quicker product release and a fully-interactive solution. Request access today.

 

[– This is a sponsored post on behalf of UXPin –]

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Are you looking for a unique font that will make your next project shine? Or maybe you need a typeface with a beautiful design and rich history behind it. Luckily, mini-sites for fonts allow us to creatively explore a font’s origins and history. We know (from our own experience) how important it is for UI and UX designers to have a variety of fonts for our designs.

Now that 2022 is here, it’s time to expand our font collection. That’s why, after extensive research, we have created the ultimate list of the best 16 creative mini websites for fonts.

Are you ready to take a look at the most creative, cute, and fun font websites available on the market?

1. GT Eesti

This website is about the history of one of the most popular fonts on the market, GT Eesti. As you will notice, the typeface has a long history (more than 80 years) and was recently reborn in Switzerland.

As for the font, GT Eesti is a flexible geometric sans serif that can be used in almost any project. As one of the most creative websites for fonts, full of animations and interesting information, GT Eesti quickly made it onto our list.

2. Ultra Font

Are you looking for a font that combines calligraphy and elegance and sits between the sans and serif styles? 

Then GT Ultra is just what you need. We loved how the creator tells the story and structure of Ultra with beautiful animations on this unique, one-page website.

3. Maru Typeface

Maru is by far the cutest design on this list. The website is a vertical narrative of the typeface’s history. 

The typeface was inspired by the designer’s travels to Japan, and the mini-site fully reflects that. Best of all, Maru also includes a great collection of cute emojis and stickers.

4. GT Flexa

GT Flexa is a very flexible font that you can easily use for a responsive UI design. We enjoyed navigating through the minimalist mini-site and exploring the creation and history of Flexa. 

Flexa also offers a free trial that allows you to try the font before you buy.

5. Super

Super’s mini-site reminded us of earlier decades. GT Super is a vintage typeface inspired by the serif fonts of the 70s and 80s. 

Therefore, it can beautifully frame nostalgic designs. The font was designed by Noel Leu and is available in two styles (text and display).

6. GT Zirkon

GT Zircon is located in a place where creativity meets minimalism. This is one of our favorite mini-sites for fonts. 

The site showcases Zirkon’s history and design process through creative graphics, videos, and animations.

7. America Font 

This mini-site allows you to explore the history, style, and character overview of GT America, a contemporary font family. 

The designer has used elements from American Gothic and European Grotesque to create one of the most flexible typefaces available.

8. Alpina

Reto Moser recently designed one of the most popular GT typefaces, the Alpina “Workhorse” serif. 

This innovative, one-page website tells us the story of Alpina and explains how the designer jazzed up, posed, and flexed the classic book typography to create a wide range of typeface variations.

9. Cinetype

As the name suggests, this mini-site is inspired by classic cinematic movie reels. If you’re looking for a font inspired by the fascinating world of cinemas, Cinetype is simply the best choice. And on this creative website, you will learn all the reasons why.

10. Haptik Typeface

When it comes to monolinear geometric typefaces, Haptik is one of the best. This innovative mini-website tells how the Haptik font came to be and highlights the history of the font. 

The hand gesture gifs at the bottom of this one-page site are some of the most creative mini-videos we have seen in a long time.

11. Walsheim

Walsheim is a typeface designed by Noel Leu. This mini-site explains how the designer was inspired by the fascinating poster designs of Otto Baumberger, a successful Swiss painter of the 20th century (1889-1961). If you like fonts with a deep backstory, Walsheim is a must-have for you.

12. Prospectus

The Prospectus mini-site is specially designed to look like a newspaper. And let us say: the result is extraordinary. 

This one-page website explores the origins, construction phase, and classifieds of the Prospectus typeface, allowing us to experiment in real-time with the weight, height, tracking, and size of the typeface.

13. Mort Modern

Mort Modern is a unique serif typeface designed by Riley Cran in 2018. The mini-site provides information about the typeface in a creative, cartoon-like way. 

We really liked this responsive, one-page website because it is elegant and colorful at the same time. The font is available in 56 (!) styles and promises to beautifully frame any kind of modern design.

14. Tofino

The Tofino mini-site is a creative, one-page portal that allows us to discover one of the most adventurous Swiss-style fonts on the market. 

Tofino is a top choice for any travel-related project and comes in 75 unique styles. When it comes to creating a well-crafted report on a font, there’s nothing better than this.

15. Faction Typeface

We love websites that offer both a dark and light theme. And the Faction mini-site is one of them. 

In this mini-site, you’ll learn how the Faction typeface was created and why it’s one of the most popular display typefaces for modern designs.

16. Moriston

If you’re looking for a unique sans serif font with extended multilingual support, Moriston is the font for you. 

In this one-page mini-site, Riley Cran tells the story behind this typeface and explains why Moriston is the best choice for Risograph posters, monograms, and more. 

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Is sketching essential to UX and UI designers? Well, if you think of sketching as a way to explore problems and record potential solutions, then yes, it absolutely is.

One of the most challenging tasks of any design process is capturing the initial idea. We’ve all spent countless hours thinking through an innovative solution to a project, only to lose the idea again. It turns out that sketching is a brilliant solution to this problem.

In this guide, you’ll learn how to improve your UX designs using sketching as a tool. First, we’ll answer the question of how sketching benefits design, then we’ll look at the tools you need, and finally what an efficient sketching process looks like. By the end of this 3-minute read, you’ll have valuable new knowledge that will help you as a designer.

Why Sketching Is Important For Designers

When you start working on a project, it’s tempting to jump straight into high-resolution wireframes. But in doing so, you run the risk of spending hours on each little detail, only to discover that the overall concept doesn’t work.

Sketching — unlike drawing, which is about communicating an idea — is a free-flowing, process that allows you to get your ideas down on paper (yes, paper!) fast.

If there’s one thing you take away from this guide, let it be this: sketches aren’t for clients, or colleagues, or Dribbble, sketches are just for you. They’re a non-written way of rapidly making notes. Sketches will help you recall all the possible routes to consider.

Sketching is all about visualizing your ideas quickly and efficiently. When you’re sketching, you don’t have to worry about details, and you don’t have to worry about communicating with anyone else.

By sketching ideas without detail, you can quickly explore numerous solutions for a project. It’s fascinating how sketching can help you visualize an idea and revise it again and again along the way with minimal effort.

So, what revolutionary new tools do you need?

What Tools Do You Need For Sketching?

Designers love new tools, but when it comes to sketching there are relatively few, and you probably already have them to hand.

First, you’re going to need paper. A notebook is fine, it doesn’t have to be high-quality paper; in fact, you will probably feel freer and less restrained if you make sure that it is cheap.

You’ll need something to make a mark on the paper. A pencil is fine, as is a pen, a biro, and just about anything else. Don’t worry about an eraser, sketching isn’t about correcting mistakes, but you will need a sharpener if you’re using a pencil — never draw with a blunt pencil!

Whatever implement you choose, it’s a good idea to have a heavy marker, like a Sharpie, to pick out an important detail, and perhaps a fine pen to add small detail (if required).

Finally, make sure you have a timer to hand. A chess clock is perfect for an old-school aesthetic, but a timer on your phone is perfectly fine. The timer is to make sure you don’t spend too long on one sketch, so you don’t have time to get wrapped up in perfecting the details.

Sketching 101: A Step-by-Step Process

When you’ve been sketching for a while, you’ll discover your own process, and preferred methods. But for anyone new, here’s how to get started.

1. The Initial Idea

As with designing a wireframe, the most challenging step is getting started. Usually, at the beginning of a project, we are overwhelmed. This is because there are so many ideas, and we do not know where to start. For this reason, a detailed analysis of the project is essential.

You can start by thinking about the most important interactions you need to create. This way, you will find out the most important and exciting aspects of the project.

Since most of us get caught up in the fine details, it is beneficial to think of sketching as a brainstorming session. This session is simply about coming up with an innovative solution for a project and visualizing it.

It’s fine to have an idea that you’ll ultimately disregard. This is not the time to edit yourself.

2. Start Sketching

Take a piece of paper and use your sketching tool to divide it into six sections. Set your timer for 5 minutes and start drafting mockups for the first interaction.

Often, designers struggle with this step, and fall back on what they’re used to, i.e. wireframing and high-res mockups. If you find that you’re struggling to start sketching, start by making a mark on the paper; any mark at all. Then, make a second mark. With the third mark, try to position it in a way that says something to you about the project, by its size, weight, position — anything at all. Keep going, and before you know it you’ll have a complete sketch.

It’s vital that you do not exceed the time you give to yourself because sketching is not about fine details. The time is better spent exploring multiple ideas, even if those ideas only serve to confirm that the first idea was the most promising.

Repeating this step can be very valuable. Once you are happy with the results, you can move on to the next and final step.

3. Self-Editing

Unfortunately, you can not take away every concept you have outlined. This step is about choosing your most effective ideas and expanding on them.

Most designers want to create top-notch, detailed designs, and that’s fine. However, sketches are only really helpful for the early stages of a project, and creating perfect sketches in the first stages of a project may not be productive — in fact, it can be restrictive.

It’s often a good idea to combine some of your designs. Redraw them together, and once you’ve done that expand and refine them.

Improve Your Design With Sketching

It doesn’t matter if you think you’re bad at sketching — no one is going to see your sketches except you. Many of us would struggle to sing in public, but are absolutely fine singing in the shower.

Remember that sketching is not about your artistic skills; it’s about capturing an idea and expanding on it. After all, once you have your final design, you will recreate it digitally.

You don’t have to be an artist to be a designer. And since sketching can improve your UX designs, there are many reasons you should give it a try.

Once you’re comfortable with sketching, you’ll find it an invaluable tool for identifying sticking points in a project, and solving them before you reach the wireframe stage.

 

Featured image via Pexels.

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