brittney phillips

Principles of User Interface Design

ialreadydontlikeyou:

This is pretty useful stuff guys. Great resource, be sure to go through all of them: 

Interfaces exist to enable interaction

Interfaces exist to enable interaction between humans and our world. They can help clarify, illuminate, enable, show relationships, bring us together, pull us apart, manage our expectations, and give us access to services. The act of designing interfaces is not art and they are not monuments unto themselves. Interfaces do a job and their effectiveness can be measured. They are not just utilitarian, however. The best interfaces can inspire, evoke, mystify, and intensify our relationship with the world.

Clarity is job #1

Clarity is the first and most important job of any interface. To be effective using an interface you’ve designed, people must be able to recognize what it is, care about why they would use it, understand what the interface is helping them interact with, predict what will happen when they use it, and then successfully interact with it. While there is room for mystery and delayed gratification in interfaces, there is no room for confusion. Clarity inspires confidence and leads to further use. One hundred clear screens is preferable to a single cluttered one.

Conserve attention at all costs

We live in a world of interruption. It’s hard to read in peace anymore without something trying to distract us and direct our attention elsewhere. Attention is precious. Don’t litter the side of your applications with distractible material…remember why the screen exists in the first place. If someone is reading let them finish reading before showing that advertisement (if you must). Honor attention and not only will your readers be happier, your results will be better. When use is the primary goal, attention becomes the prerequisite. Conserve it at all costs.

Keep users in control

Humans are most comfortable when they feel in control of themselves and their environment. Thoughtless software takes away that comfort by forcing people into unplanned interactions, confusing pathways, and surprising outcomes. Keep users in control by regularly surfacing system status, by describing causation (if you do this that will happen) and by giving insight into what to expect at every turn. Don’t worry about stating the obvious…the obvious almost never is.

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— 11 months ago with 8 notes

thedsgnblog:

Stig Bratvold http://behance.net/stigbratvold

Stig Bratvold is a type-maniac workaholic designer from Norway.

the design blog: facebook | twitter | pinterest

(via thedsgnblog)

— 1 year ago with 244 notes

thedsgnblog:

Marie Myrer  | http://behance.net/mariemyrer

My name is Marie and I am currently living in Milan to finish my bachelor degree in Graphic Design and Art Direction at NABA. Hope you like some of my work :) My site will soon be updated with new projects I have done, so stay tuned!

the design blog: facebook | twitter

(via thedsgnblog)

— 1 year ago with 107 notes

ialreadydontlikeyou:

The Complete Animade Lernz

By Animade. Pretty funny protips on animation techniques.

vimeo:

Hey animators — give your walk cycles a little oomph and your explosions a bit more bang! Our pals at Animade have put together a handy guide for adding extra pizazz to some common animated sequences. 

— 1 year ago with 25 notes
forever learning

lynda.com is my new love for sure. I think I’m overly addicted… too bad you can’t get some kind of certificate for watching these videos!

— 1 year ago with 1 note

ialreadydontlikeyou:

Monster milk

From Eskimo Design. Identity, Packaging, Illustration targeted for children. This is great; if you want kids to drink their milk more, this certainly will get the job done in my opinion.

— 1 year ago with 642 notes