[Mito] O design tem que ser original

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Mito #9: O design tem que ser original

Muitos designers preferem reinventar a roda do que adaptar os padrões convencionais de design para interface do usuário. Deve ser considerado, no entanto, que tais convenções funcionam bem porque elas já foram utilizadas e testadas para usabilidade. Uma vez que os usuários as conhecem bem, você não precisa explicar nada ou fornecer um manual de instruções. Como os usuários apreciam mais usabilidade do que inovações, modelos padrão beneficiarão sua audiência.

Pode ocorrer de uma nova abordagem ser necessária, porém você deve estar 100% certo de que sua solução é melhor do que um padrão existente. Continue reading

[Mito] As pessoas não rolam a página (scroll)

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Mito #3: As pessoas não rolam a página (scroll)

Mesmo que as pessoas não usassem o scroll na metade dos anos 90, atualmente é absolutamente natural utilizar a scrollbar dos browsers. Para conteúdos longos, como artigos ou tutoriais, a rolagem permite uma usabilidade muito melhor do que dividir o texto em várias páginas.

Você não tem que espremer tudo no topo da sua página inicial ou sobre a chamada “dobra” (fold), ou seja, o fim da área visível da tela do browser. Para ter certeza que as pessoas irão rolar a página, você precisa seguir alguns princípios de design e prover conteúdo que mantenha o usuário interessado. Também tenha em mente que o conteúdo sobre a “dobra” ainda manterá a maior parte da atenção e também é crucial para os usuários decidirem se sua página é digna de terminar de ser lida ou não. Continue reading

[Myth] People don’t scroll

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Myth #3: People don’t scroll

Although people weren’t used to scrolling in the mid-nineties, nowadays it’s absolutely natural to scroll. For a continuous and lengthy content, like an article or a tutorial, scrolling provides even better usability than slicing up the text to several separate screens or pages.

You don’t have to squeeze everything into the top of your homepage or above the fold. To make sure that people will scroll, you need to follow certain design principles and provide content that keeps your visitors interested. Also keep in mind that content above the fold will still get the most attention and is also crucial for users in deciding whether your page is worth reading at all. Continue reading

[Myth] Mobile Devices Are Constrained Desktop Computers

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There’s a feeling we get sometimes that designers consider smartphones to be nothing more than small desktop computers, and so constrained that they are not very interesting to design for.

But mobile devices have many capabilities that desktop computers do not have. These capabilities enable new kinds of behaviour, and allow for new variants of users’ tasks to be supported, for example location-specific variants. Some of the capabilities of smartphones include:

  • Location detection
  • Multi-touch sensors
  • Device positioning & motion: accelerometers
  • Orientation: direction from a digital compass
  • Gyroscope: 360 Degrees of motion
  • Audio: input from microphone; output to speaker/headset
  • Video & image: capture/input from a camera
  • Dual cameras: front and back
  • Device connections: through Bluetooth between devices
  • Proximity: device closeness to physical objects
  • Ambient Light: light/dark environment awareness
  • NFC: Near Field Communications (RFID etc)

Mobile devices have unique capabilities and characteristics that enable new user behaviour and allow for innovation and differentiation.

In addition, there are more subtle qualities of mobile devices that change the nature of users’ behaviour. For example, smartphones tend to be shared less with other members of the family than do desktop computers, laptops and tablets. Also, mobile devices allow for privacy of location. In other words, with a mobile device, a user can go to places where they are not likely to be seen or interrupted by co-workers, by family, by friends, or by others.

Source: Neo Insight

[Myth] The Mobile Killer App Is ‘Killing Time’

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The first significant mobile devices grew out of portable music and have evolved rapidly ever since, eventually converging with phones and computers in the smartphones we see today.

Just because people can consume media on smartphones does not mean that it is a key task. People expect media consumption to drive new technologies. It has been a key driver of technologies from portable cassette players and the Sony Walkman in 1979, through portable CD players, then MP3 players, then portable video players. After all, that’s where the big media companies make their money. More recently, these media capabilities merged with mobile phones and – even more recently, general-purpose computing capability.

A number of things have led to the myth that the ‘killer app’ for mobile is ‘killing time’. Media consumption is easy to observe. The smartphone application market is still immature, and is still dominated by media consumption applications and functionality. The myths about a single mobile context and about mobile users’ short attention spans have probably also contributed to this myth.

‘Killing time’ is at best a temporary ‘killer app’ for mobile, but is probably already a myth.

At best, the domination of small time-intervals by media consumption behaviour is a temporary phase, while our behaviour and expectations go through changes, supported by changes in technology. Eventually, mobile devices will be integrated into our ecology of devices, at work, at play, and everything in-between. We will discover that desktop applications are big, clunky monoliths, and that what we want to do can quite successfully be spread out over time, over places and over devices.

For example, we might dictate notes on a mobile device, arrange the structure of a presentation on a tablet, and format the final document on a desktop computer. And not sequentially, but intermingled.

As mobile devices become more and more integrated and more and more useful, ‘killing time’ will no longer be the mobile ‘killer app’.

Source: Neo Insight