Designing complex products requires more thought than designing simple products, obviously. Here are some insights on what to focus on. The list is certainly open for additions, but it focuses on some important points. It is definitely worth a read.
Designing emotion is one of the fine arts of product management. This speech about several traps by Julie Jenson Bennett reminds me a bit of typical usability traps, but with regards to emotion design instead. Very nice thought.
- Mindshare Trap
- Experience Trap
- Output Trap
This is a highly interesting article, since it does not contain the usual differences between a product manager and a designer. It contains a guide for designers on how to work with product managers (and make their lives easier). The format is the following:
- What is a product manager, what is his job, how does he/she think?
- What can I do as a designer to make his job easier?
I nice read from a different perspective.
I didn’t post anything on human behaviour and its relationship to design lately. Here’s one more post with a small amount of slides that quickly summarizes the main points of “designing for error”. Every UX developer, designer and product manager should be aware that people make mistakes, and sometimes don’t even recognise them as mistakes.
While Apple pursues a doubtful UX strategy with their mobile operating system iOS, the desktop operating system Mac OS X provides some examples of perfect user experience design. Take this example: When you plug in a non-touch mouse, scroll-bars appear on every windows automatically. This is a nearly perfect UX because it obeys two of the most important rules of UX design:
- Show only what is needed for an action
- Do not show whatever is unnecessary for an action
Well done, Apple.
Flat designs are seen everywhere. Personally, I do not like that the important role of colours seems to be ignored, but I appreciate the focus on clarity and content.
When iOS 7 was revealed, the reception was ambiguous: Some claimed that the graphical style was just a copy of Windows Phone’s, other claimed that Apple just took the good parts and improved them, following the general trend of flat design.
This post of Niclas Hellberg illustrates that the icon design of iOS 7 is inconsistent. Personally, I think that Apple just could not make a 1:1 copy of a competitor’s design, thus having to create an own style. The colour palette is consistent, after all.
I guess that every product manager knows that good design goes beyond aesthetics. Although for software products, there are less technical restrictions to the design of the user interface than to tangible products, good design rules apply to software user interface as well.
Dieter Rams is a well-known German designer. His “10 Principles for Good Design” are a very good read on what purposes design has apart from making something look good. I find the principles about being unobtrusive, yet guiding the user, highly important for any product. Vitsoe has nice examples for each of the principles.