
UI/UX Articles and Interesting Tidbits of the Week
June//16//2017
Here are some interesting finds on UI/UX of the week!
1.https://www.smashingmagazine.com/2017/06/designing-hero-images/
Designing with Hero Images. Article hailing from Smashing Magazine, providing insight and guidance on how to build relevant web products, by using Hero Images the best way possible. The article focuses not only on relevance, but other factors such as performance, cross platform requirements and definition. Highlight of the article includes:
“Because hero images are critical design elements, they should render quickly. Unfortunately, many designs that feature a hero image suffer from HID (hero image delay), mostly due to blocking scripts and style sheets.”
2.https://www.nngroup.com/articles/drop-down-menus/
Designing Efficient Dropdowns. Very interesting article focused on outlining what dropdowns are, and how to conceptualize and produce ones that are efficient, cross platform and ultimately functional. Highlight:
“Very long dropdowns that require scrolling make it impossible for users to see all their choices in one glance. They also require careful steering of the mouse so that it does not leave the dropdown. (This is an instance of the steering law, which says that the time it takes a user to steer a pointing device through a tunnel depends on the length and the width of the tunnel: the longer and narrower the tunnel, the more time it takes users to move the pointer from one end to another.”
3.https://developer.oculus.com/blog/lessons-from-the-frontlines-modern-vr-design-patterns/?ref=webdesignernews.com
VR Design Patterns . Article showcasing principles on VR Design work, based on observations from the Oculus Content Team. The article sheds light on specific terminology, while also pointing out helpful tips for designers aiming to work in that field. Highlight:
“Touch is designed to give you access to your hands in VR — not just implements that you can hold, but your actual hands. When done properly, virtual hands let you interact with the virtual world effortlessly and without conscious thought — after all, you already know how to use your hands. When implemented poorly, virtual hands can cause an uncomfortable “uncanny valley of hands” feeling. Getting virtual hands right means you need good hand registration.”