Tuesday, December 27, 2011

The Designer's Toolkit: The Most Popular Design Tools


BestVendor.com recently released The Designer’s Toolkit, an infographic showing the results of a survey with 180 design professionals about the software they use to perform their magic.

What are the most popular tools and apps used by designers? We were curious, so we pulled together data based on 180 design and creative professionals who use BestVendor. Below is an infographic showing results across a range of product categories, from invoicing to wireframing. We also included a few design tools considered hidden gems and rising stars among this audience. One observation: Designers’ powerhouse tools like the Adobe Suite remain on the desktop, but more than half of their favorite apps are in the cloud.

Although 180 designers isn’t enough to be quantitative, statistically accurate results, I really like the overall design layout and the stacked bar style with the most used software on top of each chart. Easy to read and compare between categories. However, I don’t understand the color choices (shouldn’t they be related to each software brand color?), and I think it would have looked better with the application icons in the chart.

Friday, October 28, 2011

Screen Friendly Fonts -UI Fonts

THE CONTESTANTS


In order to really understand what makes a good UI and screen-ready typeface, it’s best to start with what’s already out there, right now, and what is getting used.





The “Segoe” range of fonts used by Microsoft first saw the light on theirWindows Vista OS and developed further for Windows 7 and the currently in-production Windows 8. Segoe UI was met with controversy as many type designers pointed out the similarities it held with the more world-famous Frutiger.





“Lucida Grande” is the UI typeface of choice for Apple’s Mac OS X. Eerily based on Lucida Sans and Lucida Sans Unicode by Charles Bigelow and Kris Holmes, Lucida Grande was further optimised for smaller point sizes and screen legibility. Strangely, Lucida Grande has never included italics.





The “Ubuntu” typeface was developed by Dalton Maag for, yes, the Ubuntu Linux OS. It was made fully public in late 2010 where it has enjoyed huge popularity, not only on the Ubuntu OS itself, but also via the Google Web Fonts directory.





Though “Helvetica Neue” itself has been around since the 1980s, it was only in 2007 with the release of Apple’s first iPhone that it became widely associated as Apple’s UI typeface of choice for iOS.





Developed by Steve Matteson of Ascender Corporation, “Droid Sans” is currently used on Google’s Android smartphone OS. It has been specifically developed for small screen legibility and is part of the greater Droid font family that also includes Droid Serif, and Droid Mono.
THE TESTS


When looking at typefaces for UI design and screen legibility, there are a few factors we need to consider: a lack of ambiguity, a good reading rhythm and large x-height.
LACK OF AMBIGUITY


So, what do I mean by a lack of ambiguity?


Typefaces that are being used for User Interfaces and on-screen reading are typically going to be small, say around 9-12 points only. Not only that, you have to factor the pixel density of your typical monitor. Granted, more modern smartphones are making excellent inroads into greater pixel density (the iPhone 4s, as an example, features 326 ppi), but such devices are still largely a minority in a world full to the brim of Windows PCs, Mac towers and laptops and more.


This means, with small point sizes and little pixel density, the individual shape of the letters of a typeface have to be clear and easily distinguishable from each other.


Here’s one way we can demonstrate this:





This is the word “Illiterate” (capital I), set in the above five typefaces. A good UI typeface should demonstrate distinctive letterforms so that they don’t get confused with each other. A common typographic problem is how to handle the capital I and the lower case l (“L”). Especially in a word like this, if you’re not careful problems can occur.


It’s interesting to see how each typeface above handles the problem. BothSegoe UI and Droid Sans differentiate between the two letters by giving the capital I little “serifs”, top and bottom. The Ubuntu typeface uses a different solution, giving the lowercase L little tails.


Unfortunately, both Lucida Grande and Helvetica Neue fare poorly in this test, the latter more so. Lucida Grande at least features slightly taller lowercase L‘s, but as you can see—at smaller point sizes—this difference is negligible. Poor Helvetica Neue, famous for its highly machined and calculated letterforms, sees almost no visible difference between the two letters.


It may seem almost trivial when studying minute details such as these. But when reading a piece of copy, or scanning through a UI dropdown list of some sort, letterform clarity is massively important. It enables us to read through text much easier. Seeing “Illiterate” in Helvetica Neue at a small size may only cause our brains to pause for a fraction of a second as it attempts to decipher the word shape, but when you multiply this across multiple instances and other similar letter combinations, this builds up into a harder, less pleasurable reading experience.


Another test? OK:





This time, the word “anagogy”, set in the above five typefaces (incidentally, the word means “The spiritual or mystical interpretation of a word or passage beyond the literal, allegorical or moral sense”).


What we’re examining this time round is how each typeface handles the juxtaposition of letters with descenders as well as the similar rounded shape of each letter in this word.


Thankfully, every typeface here passes the first test, which is to use a double-storey a; it also demonstrates why geometric sans-serif typefaces make for a poorer reading experience (click here to check out ITC Avant Garde Gothic on MyFonts. Type in “a doggy” and decrease the point size. You’ll see what I mean). A double-storey lowercase a differentiates itself from the lowercase o.


Another typographical problem to consider here is the juxtaposition of letters with descenders, such as the lowercase g and y. At smaller sizes, most of these typefaces struggle a little with the descenders clashing into each other. Lucida Grande attempts to address this by using a straight descender for the y. Droid Sans wins this round by utilising a double-storey g.


With this word, we’re also looking at the general shape of each letter. You’ll note in Helvetica Neue, for example, that each letter features a consistently rounded shape. It’s one of the more celebrated aspects of the typeface, but for the purposes of screen reading and UI design at smaller point sizes, separating each letter becomes trickier as each letter seems the same overall shape (Helvetica Neue’s single-storey g doesn’t help it against the lowercase o). This will always be a problem for Helvetica; as a grotesque style sans-serif, it was originally designed for much larger display purposes, and with great success. At smaller sizes for copy and UI, its like fitting a cube into a round hole. Helvetica was just never designed for lots of small text.


Segoe UI suffers from the same problem, though to a lesser extent. As bothLucida Grande and Ubuntu are more humanist in style, they fare better at smaller sizes, especially with Ubuntu’s cropped off counter on the lowercase g. Droid Sans takes this round again; by utilising the double-storey lowercase g it makes the letter that much more unique when set against the others, resulting in greater separation of letterforms and a clearer reading experience.
GOOD READING RHYTHM


Our second factor to consider for a good UI and screen-legible typeface is that it needs a good reading rhythm. What do I mean by that?


For this, I feel I should point you to Ludwig Übele, the designer behind the beautifully readable FF Tundra typeface. In this article on I Love Typography, Ludwig notes:


[...]I chose Tundra as the name for my new serif typeface not during the design process, but from the outset. I had in mind this idea of a wide and flat landscape. This was the initial idea: Tundra should lead the eye effortlessly along the line, thus emphasizing the horizontal.


A typeface has two principle directions: The horizontal, the line, which the eye moves along; and the vertical of the individual characters, defined predominantly by the stems. The stems are responsible for the rhythm of a typeface, while the curves (bowls, instrokes, outstrokes, etc) determine its character. In general, the narrower a typeface becomes, the less distinctive it is. A narrow typeface creates a picket fence or staccato effect, a line dominated by closely spaced stems. This is tiring and dull, and does not make for easy reading. The same occurs when the distances between the stems is too generous.


In short, the horizontal aspects of a typeface lead the eye along the line, whilst the vertical aspects create the rhythm; the points along a piece of text that makes the eye stop to decipher a new letter/word shape. As noted by Ludwig, a typeface that is too narrow creates a “picket-fence” effect that tires the eye; conversely a wider typeface creates the same problem as the stems are often too far apart.


A good UI typeface, then, needs to optimal balance between too narrow and too wide, helping to lead the eye along with strong strokes along the two horizontal lines (the baseline and x-height) and punctuating optimally with stems.





Click for full-size


So here’s our five typefaces with some dummy lorem ipsum text. Click the link above for the slightly bigger image. Scan the text a little bit.


What are your thoughts?


One that immediately springs to mind is that, once again, Helvetica Neue suffers here. Not only is it a fairly wide typeface—making the distance between each stem greater—but it feels very monotone; each letter shape exhibits the same roundedness throughout. It almost feels like a monospaced typeface, where every letter is exactly the same width. In that sense, Helvetica Neue has a poor reading rhythm, there’s simply not enough variation.


The other four typefaces fair better with their similarly narrower letter widths and more humanist style. I like how Ubuntu guides the eye along the horizontal lines with the little tails on the lowercase L and the half crossbar on the lower t. Segoe UI features much more open counters than the other typefaces, given certain letters like o, b, d, g and p a little space to breathe and vary the rhythm. Lucida Grande’s lowercase a has a longer tail off the stem that guides nicely onto other letters. Droid Sans also demonstrates a good reading rhythm, especially with its serif-style lowercase t.
LARGE X-HEIGHT


The x-height of the typeface is simply that: the height of a lowercase x. It is used a measurement of how the height of the lowercase letters compare against their uppercase buddies.


As mentioned before, typically UI and screen-legible typefaces have to perform on monitor screens with little pixel density. We don’t have many pixels to work with, so we have to make them count. That means that larger x-heights open up the letters, giving their counters and bowls more space to breathe, making them more distinguishable and, therefore, readable.





Click here for the full-size image.


The image shows each typeface, levelled along the baseline with their x-heights and cap heights compared. The x-height line given here is Droid Sans, which boasts the largest x-height. There’s not much in it, though.


Both Segoe UI and Helvetica Neue feature the smaller x-height sizes withLucida Grande and Ubuntu marginally smaller than Droid Sans. Of course, at lower point sizes on-screen, this effect is magnified as each letter of each typeface gets crammed into less and less pixels.
SO, WHO’S THE WINNER?


Consistently, Droid Sans performs the best out of the five selected and it’s no wonder: it has been specifically designed from the ground up as a UI-ready and small screen legible typeface. Also of note is Helvetica Neue, as a dedicated UI typeface it just doesn’t work. Each individual character is too similar in shape that also results in character ambiguity and it’s a fairly wide typeface. As mentioned before, Helvetica was never designed for body copy or UI; it needs to be used at much larger sizes for headers and general display purposes, that’s where it shines. At smaller sizes, it struggles. Why did Apple choose it as their UI typeface for iOS? I would guess that they went for form over function for this one. Personally, I feel Lucida Grandewould work rather nicely on iOS.


Segoe UI, Lucida Grande and Ubuntu all make excellent choices for UI but in different ways. Ubuntu features a more monolinear stroke width, solves the lowercase L and uppercase I pairing problem well, but I would’ve like to have seen a double-storey lowercase g. Lucida Grande has an excellent reading rhythm but suffers with character ambiguity, especially the L andI pairing mentioned before. Segoe UI boasts lovely open counters and bowls for good rhythm and uses serifs on the uppercase I for that tricky pairing problem.
MY RECOMMENDATIONS


These aren’t, of course, the only good UI and screen-legible typefaces out there. So here’s a couple more that I personally feel perform well and that, perhaps most importantly, I like the look of.





I’ve featured Aller Sans before, and with good reason. It is an excellent UI and screen-legible typeface. It boasts many characteristics of Ubuntu (this is unsurprising, both Aller and Ubuntu were designed by Dalton Maag): the monolinear stroke width, the tailless lowercase a, the added tail in the lowercase l and the large x-height. However, Aller adds into the mix a double-storey lowercase g, a strange uppercase Q and a full crossbar on the lowercase t.


You can download Aller Sans for free here.





This is Azuro, designed by Georg Seifert, mastered by Jens Kutilek and distributed on the FontShop. This typeface has received extensive work and it shows. If you really want to, here you can read about the development of this typeface. It has been tested thoroughly on Windows, Mac OS X and iOS, tweaked, kerned, and throughly mastered. I love the serifs on the lowercase l, that tail on the uppercase Q and the old-style numerals. Featuring slightly narrower letter widths and proper italics, it feels distinctly German somehow. In any case, I highly recommend it.


You can purchase the desktop and web versions of this typeface here.





Initially released in 2009, PT Sans was designed by Alexandra Korolkova, Olga Umpeleva and Vladimir Yefimov for ParaType and made freely available under an Open User License. Like most good UI and screen-legible typefaces, PT Sans is slightly narrow with humanist tendencies, shows good descender differentiation between the lowercase g, j and y and thankfully boasts a massive library of unicode and language support. Not entirely sure about that uppercase Q though. Furthermore, PT Sans was extended to include PT Sans Caption, PT Sans Narrow as well as a serif version, PT Serif.


Article Credit

Tuesday, September 20, 2011

Tummy Love: Bun & Honey


Recently I was asked by one of the most sophisticated food bloggers I know, Christine Graziano, to contribute a piece to her blog about my favorite restaurant, Laloux in Montreal.

I have shared  some photos on Christine's amazing blog Bun and Honey. I hope you enjoy the photos and keep following Christine's journey to the culinary wonderland.

Here is the link for BUN&HONEY

XOXO

Sédat

Tuesday, August 30, 2011

35 Years of Apple Product Design


When it comes to industrial design, few consumer electronics or computer makers have the legacy or influence of Apple, Inc. In the last 35 years, Apple has introduced a myriad of products and devices, some very successful, some, not so much.

Artist Mike Vasilev created this infographic for Mashable, highlighting the major Apple product releases and design changes from 1976 through 2011.

With rumors of the iPhone 5, iPhone 6 and a smaller, lower-cost iPhone all spreading through the technosphere, we feel certain that at least one more item will be added to the “redesign” list before 2011 closes out.

Sunday, July 24, 2011

Goodbye Amy Winehouse

We had to say goodbye to such a talented artist, Amy Winehouse. There are not so many singers who  just open their mouths and can take you on a journey, to places that you have never been before in a 5 minute song, Amy Winehouse was one of them.

I enjoyed her music deeply,  I always thought that she was an extraordinary musician. No one is going to rock the polyester tower wig and leopard print ballet flats like you did, Amy.

Rest in peace.

[ITFriend Vietsub] Amy Winehouse - Back To Black from Kentashjr0 on Vimeo.

Wednesday, July 20, 2011

Mac OS X Lion to hit the App Store Today!


Well it looks like the cat's finally out of the bag virtual box. Apple CFO Peter Oppenheimer just confirmed during today's earnings call that Mac OS 10.7 is due to hit the Mac App Store today, making Lion available as a 4GB download for $30. The new operating system packs 250 new features, including an iOS-like app launcher, multi-touch gestures, AirDrop for direct file sharing, and system-wide Resume. More enhancements that will feel particularly familiar to iOS users include a new version of Mail with conversation view, and reverse touchpad scrolling.

We'll have a full review of Lion later this week, but check out our hands-on preview for our initial impressions. Want to collaborate on projects with multiple machines? Lion Server will also be available as a $50 download -- for those of you that need to support an entire pride.

Friday, July 15, 2011

Interactive, Infographic iPad book


Our Choice, is a new ebook for the iPad and iPhone by Al Gore that includes many infographics and interactive data visualizations that the readers can interact with.  Intended to be the sequel to his book and presentations, An Inconvinient Truth, Our Choice brings a lot of the global warming data to life.
Mike Matas presented the book design in the TED Talk video above, and he’s the co-founder of Push Pop Press, a new digital publishing company. This is the first book from Push Pop Press, but they are working to make the software tools used to make this ebook app available to produce more ebooks.
Ignoring the message and any controversy this book will inspire, the use of data visuals in a ebook format like this is a sign of many more data visualizations to come.
Al Gore’s Our Choice will change the way we read books. And quite possibly change the world. In this interactive app, Al Gore surveys the causes of global warming and presents groundbreaking insights and solutions already under study and underway that can help stop the unfolding disaster of global warming.

Our Choice melds the vice president’s narrative with photography, interactive graphics, animations, and more than an hour of engrossing documentary footage. A new, groundbreaking interface allows you to experience that content seamlessly. Pick up and explore anything you see in the book; zoom out to the visual table of contents and quickly browse though the chapters; reach in and explore data-rich interactive graphics.
More than 30 original interactive infographics and animations

100% of Al Gore’s earnings from Our Choice will be donated to the nonprofit Alliance for Climate Protection.

The app is $4.99 in the iTunes Store, and if you purchase through this link, Our Choice ebook, a small portion will go to helping maintain one of my favorite blogs the Cool Infographics site.  You can also buy the printed book from Amazon.

Thursday, June 30, 2011

Web Design Process

Almost every Web designer can attest that much of their work is repetitive. We find ourselves completing the same tasks, even if slightly modified, over and over for every Web project. Following a detailed website design and development process can speed up your work and help your client understand your role in the project. This article tries to show how developing a process for Web design can organize a developer’s thoughts, speed up a project’s timeline and prepare a freelance business for growth.
First of all, what exactly is a ‘process’? A Web development process is a documented outline of the steps needed to be taken from start to finish in order to complete a typical Web design project. It divides and categorizes the work and then breaks these high-level sections into tasks and resources that can be used as a road map for each project.

A Typical Process

Here is a standard process that was put together using examples from around the Web as well as my own experience. (Note: Please see the resource links at the end of each phase.)

1. Planning

The planning stage is arguably the most important, because what’s decided and mapped here sets the stage for the entire project. This is also the stage that requires client interaction and the accompanying attention to detail.
  • Requirements analysis
    This includes client goals, target audience, detailed feature requests and as much relevant information as you can possibly gather. Even if the client has carefully planned his or her website, don’t be afraid to offer useful suggestions from your experience.
  • Project charter
    The project charter (or equivalent document) sums up the information that has been gathered and agreed upon in the previous point. These documents are typically concise and not overly technical, and they serve as a reference throughout the project.
  • Site map
    A site map guides end users who are lost in the structure or need to find a piece of information quickly. Rather than simply listing pages, including links and a hierarchy of page organization is good practice.
  • Contracts that define roles, copyright and financial points
    This is a crucial element of the documentation and should include payment terms, project closure clauses, termination clauses, copyright ownership and timelines. Be careful to cover yourself with this document, but be concise and efficient.
  • Gain access to servers and build folder structure
    Typical information to obtain and validate includes FTP host, username and password; control panel log-in information; database configuration; and any languages or frameworks currently installed.
  • Determine required software and resources (stock photography, fonts, etc.)
    Beyond determining any third-party media needs, identify where you may need to hire sub-contractors and any additional software you may personally require. Add all of these to the project’s budget, charging the client where necessary.
Resource links for this phase:
Process99 in Following A Web Design Process

2. Design

The design stage typically involves moving the information outlined in the planning stage further into reality. The main deliverables are a documented site structure and, more importantly, a visual representation. Upon completion of the design phase, the website should more or less have taken shape, but for the absence of the content and special features.
  • Wireframe and design elements planning
    This is where the visual layout of the website begins to take shape. Using information gathered from the client in the planning phase, begin designing the layout using a wireframe. Pencil and paper are surprisingly helpful during this phase, although many tools are online to aid as well.
  • Mock-ups based on requirements analysis
    Designing mock-ups in Photoshop allows for relatively easy modification, it keeps the design elements organized in layers, and it primes you for slicing and coding when the time later on.
  • Review and approval cycle
    A cycle of reviewing, tweaking and approving the mock-ups often takes place until (ideally) both client and contractor are satisfied with the design. This is the easiest time to make changes, not after the design has been coded.
  • Slice and code valid XHTML/CSS
    It’s coding time. Slice the final Photoshop mock-up, and write the HTML and CSS code for the basic design. Interactive elements and jQuery come later: for now, just get the visuals together on screen, and be sure to validate all of the code before moving on.
Resource links for this phase:

3. Development

Development involves the bulk of the programming work, as well as loading content (whether by your team or the client’s). Keep code organized and commented, and refer constantly to the planning details as the full website takes shape. Take a strategic approach, and avoid future hassles by constantly testing as you go.
  • Build development framework.
    This is when unique requirements might force you to diverge from the process. If you’re using Ruby on Rails, an ASP/PHP framework or a content management system, now is the time to implement it and get the basic engine up and running. Doing this early ensures that the server can handle the installation and set-up smoothly.
  • Code templates for each page type.
    A website usually has several pages (e.g. home, general content, blog post, form) that can be based on templates. Creating your own templates for this purpose is good practice.
  • Develop and test special features and interactivity.
    Here’s where the fancy elements come into play. I like to take care of this before adding the static content because the website now provides a relatively clean and uncluttered workspace. Some developers like to get forms and validation up and running at this stage as well.
  • Fill with content.
    Time for the boring part: loading all of the content provided by the client or writer. Although mundane, don’t misstep here, because even the simplest of pages demand tight typography and careful attention to detail.
  • Test and verify links and functionality.
    This is a good time for a full website review. Using your file manager as a guide, walk through every single page you’ve created—everything from the home page to the submission confirmation page—and make sure everything is in working order and that you haven’t missed anything visually or functionally.
Resource links for this phase:
Process77 in Following A Web Design Process

4. Launch

The purpose of the launch phase is to prepare the website for public viewing. This requires final polishing of design elements, deep testing of interactivity and features and, most of all, a consideration of the user experience. An important early step in this phase is to move the website, if need be, to its permanent Web server. Testing in the production environment is important because different servers can have different features and unexpected behavior (e.g. different database host addresses).
  • Polishing
    Particularly if you’re not scrambling to meet the deadline, polishing a basically completed design can make a big difference. Here, you can identify parts of the website that could be improved in small ways. After all, you want to be as proud of this website as the client is.
  • Transfer to live server
    This could mean transferring to a live Web server (although hopefully you’ve been testing in the production environment), “unhiding” the website or removing the “Under construction” page. Your last-minute review of the live website happens now. Be sure the client knows about this stage, and be sensitive to timing if the website is already popular.
  • Testing
    Run the website through the final diagnostics using the available tools: code validators, broken-link checkers, website health checks, spell-checker and the like. You want to find any mistakes yourself rather than hearing complaints from the client or an end-user.
  • Final cross-browser check (IE, Firefox, Chrome, Safari, Opera, iPhone, BlackBerry)
    Don’t forget to check the website in multiple browsers one last time. Just because code is valid, doesn’t mean it will sparkle with a crisp layout in IE 6.
Resource links for this phase:

5. Post-Launch

Business re-enters the picture at this point as you take care of all the little tasks related to closing the project. Packaging source files, providing instructions for use and any required training occurs at this time. Always leave the client as succinctly informed as possible, and try to predict any questions they may have. Don’t leave the project with a closed door; communicate that you’re available for future maintenance and are committed to ongoing support. If maintenance charges haven’t already been shared, establish them now.
  • Hand off to client
    Be sure the client is satisfied with the product and that all contractual obligations have been met (refer to the project charter). A closed project should leave both you and the client satisfied, with no burned bridges.
  • Provide documentation and source files
    Provide documentation for the website, such as a soft-copy site map and details on the framework and languages used. This will prevent any surprises for the client later on, and it will also be useful should they ever work with another Web developer.
  • Project close, final documentation
    Get the client to sign off on the last checks, provide your contact information for support, and officially close the project. Maintain a relationship with the client, though; checking in a month down the road to make sure everything is going smoothly is often appreciated.
As stated, this is merely a sample process. Your version will be modified according to your client base and style of designing. Processes can also differ based on the nature of the product; for example, e-commerce websites, Web applications and digital marketing all have unique requirements.
Process66 in Following A Web Design Process

Documenting The Process

Create and retain two versions of your Web design process:
One for you or your team to use as a guide as you work on the back end, and one to share with clients. The differences between the two should be intrinsically clear: yours would be much more detailed and contain technical resources to help with development; the client’s would be a concise, non-technical map of the process from start to finish.
Common tools for documenting the business process are a simple Microsoft Word document, Microsoft Visio and mind-mapping software such as Freemind. If you’re ambitious, you could even develop your own internal Web-based tool.

Using The Process

By now, you should understand what a process looks like, including the details of each phase, and have some idea of how to construct your particular Web design process. This is a great first step, but it’s still only a first step! Don’t miss this next bit: knowing how a process can enhance your overall business and how to use it when approaching and interacting with clients.

Refining the Process

The process will be different for each designer, and for each project. Develop a process for yourself, and identify whatever is useful to you or your team. Only then will the process be truly useful. After all, freelancers can serve drastically different target markets.
Bulleted lists are well and good, but the process can be much more useful and elaborate than that. Many of the resources, tools and links posted on Web design blogs and Twitter feeds fit into different parts of the process. An incredibly useful way to refine the process is to add resource links to each phase, and to develop your own resources, such as branded document templates.
Process551 in Following A Web Design Process
Some commonly used documents of freelancers:
  • Client questionnaire,
  • Invoice,
  • Project charter,
  • Documentation for hand-off to client,
  • User accounts,
  • Database table charts,
  • Site map.

Files and Archive

Documentation and storage are important to grasp. As mundane as these tasks can be, they certainly help when tax season rolls around or when a small freelance venture begins to expand. You can never be too disciplined when it comes to efficiency in work and time. You could establish a standard document format and folder structure for all of your clients, or maintain a list or archive of previous clients and project files. You could employ anything from simple lists to all-out small-business accounting practices.

A Process Puts the Client at Ease

Many clients view Web development as a black box, even after you’ve tried to educate them on its methods. To them, they provide their requirements, suggestions and content, and then some time later a website appears or begins to take shape. They’re often completely unaware of major aspects of the process, such as the separation of design and development. Having an organized and concise process on hand can help organize a client’s thoughts and put their mind at ease, not to mention help them understand where their money is going.
Outlining my basic process as a freelancer is by far the most common first step I take with potential or new clients. A quick, high-level “This is how it works” discussion provides a framework for the entire project. Once you have this discussion, the client will better understands what specifically is needed from them, what you will be delivering at certain points in the timeline and what type of work you’ll be engaging in as you go along. Most of all, the discussion can nip any miscommunication or confusion in the bud.
Designers are often too deep into Web design to realize that most people have no idea what they do or understand their terminology or know the steps involved in creating a finished product. Starting fresh with a understandably “clueless” client can be daunting.
Process331 in Following A Web Design Process

It’s a Business

It’s a business, and the steps outlined here are basically the path to small-business management. As you grow in clients or staff or contractors, you’ll find yourself with an ever-growing to-do list and a headache from all of the things to keep track of. Give yourself a break, and invest some time in finding tools to help you get the job done efficiently. An expanded process document is a great first step on this path.

Tips

  • Ask a non-technical friend to review your process. If it makes sense to them, it will make sense to your client.
  • Use the processes of other designers as a starting point to build or refine your own. See the related resources links.
  • Build document templates and Web apps into your process. This will save time and make you more professional.

Risks

One process cannot be applied to every project. Although your process will be useful when you first engage a client in the planning discussion, be sure to review it before the discussion takes place to ensure it fits the project.

Further Resources

Here are some links to resources that showcase sample Web design processes, as well as tools and templates to build integrate in your own process.
source

Wednesday, June 29, 2011

Google+ Social Network: More Privacy, Tighter Social 'Circles'


Since Social Media and Social commerce are the talk of the day, It is good to know that soon there will be a new member in the Social Media Family.
Google has finally launched its long-awaited social network, the Google+ project.
The Google+ network is designed around users' social circles (called +Circles) and lets users selectively share with specific groups within their personal network, rather than sharing with all their social connections at once.
The search giant emphasizes Google+'s privacy customizations and hopes that users will choose to use the new service over more established networks like Facebook and Twitter.
"In real life, we have walls and windows and I can speak to you knowing who's in the room, but in the online world, you get to a ‘Share' box and you share with the whole world," Bradley Horowitz, a VP of product management at Google, told the New York Times. By granting the user more control over what is shared, how and with whom, Google+ attempts to make the online sharing experience more secure and more personal.
In addition to +Circles, Google's network will also let users add interests, video chat in groups, share content via mobile and many more features that should be familiar to social network users.
The search giant will integrate its new network directly into its massive web presence to allow users to socialize as they use various Google proucts. Mashable explains how Google will accomplish this:
The search giant's new social project will be omnipresent on every Google product, thanks to a complete redesign of the Google navigation bar. The familiar gray bar at the top of every Google page will turn black, and come with several new options for accessing your Google+ profile, viewing notifications and instantly sharing content at any time. The notification system is similar to how Facebook handles notifications, complete with a red number that increases with each additional notice.
Google is competing its field trial of the network, which is currently open only to a select few. However, you can visit Google+ to sign up, and Google will send you a notification when the service is ready. You can also explore the social network's landing page and to see what new features are in store.
Wath the video!

Graphic Designer vs. UX Designer


Even though there are a lot of similarities, UX Designers are very different than graphic designers. There is a whole another set of skills you need on top of the creative eye that someone has.


The UX Design Skills Ladder has several constituents:
  • The ability to recognize problems
  • The ability to identify solutions
  • The scope of design knowledge
  • The method for making decisions
  • The ability to give and receive feedback
  • The ability to persuade others
Here it is:
Level 0—”Everybody”
  • Can identify general, superficial problems with a design.
  • Thinks of design in terms of technology.
  • Believes “user centered design” means designing for the one's mother, sibling, or spouse.
  • Gives vague, often harsh feedback, usually in terms of personal opinion or preference.
  • Offers feedback that is often inappropriately detailed, focused on minor visual details.
  • Is unaware of what they don’t know.
Level 1—Beginner designers
  • Can identify basic interaction and visual design problems.
  • Thinks of design in terms of technology and features.
  • Works with a single solution, rarely considers alternatives. Often that single solution is their first idea and they have trouble seeing beyond it.
  • Makes one-off decisions based on whatever “feels right.” Often “wings” it.
  • Offers feedback in terms of personal opinion or the behavior of other programs.
  • Can convince self that a design idea is good.
Level 2—Intermediate designers
  • Can identify many interaction and visual design problems. Aware of what makes a design good.
  • Thinks of design in terms of tasks.
  • Usually works with a single solution, but occasionally works with a few.
  • Makes decisions based on data, team feedback and consensus, and the problem at hand. Still often “wings” it.
  • Offers specific, actionable feedback at the appropriate level in terms of design concepts.
  • Can convince several people that a design idea is good.
Level 3—Advanced designers
  • Can identify subtle interaction and visual design problems. Has a strong appreciation for good design.
  • Thinks of designs in term of scenarios and personas.
  • Always works with many solutions before making a choice. Proposed solutions include standard approaches, simple solutions, and innovative alternatives that others would miss.
  • Makes decisions using a decision making framework and a holistic product vision. Often uses data to make decisions, but is willing and able to go beyond the data.
  • Offers specific, constructive, actionable feedback at the appropriate level in terms of design principles, guidelines, branding.
  • Can convince a team that a design idea is good. Experts can convince a team that a radical design idea is good.
  • Is completely in tune with what they don’t know.

Some observations

  • Level 0 Everybody has at least level 0 design skills, which is why “everybody is a designer.” Unfortunately, these skills are neither rare nor particularly valuable but people at this level are blissfully unaware of this fact. They often think their vague, unactionable feedback is brilliant. For example, they’ll say things like “My mom would never do that” or “I don’t care for that color red.” Brilliant! They also tend to be managers.
  • Level 1 Most people experienced with “design thinking” are at least at level 1.
  • Level 2 A surprising number of people are at this level, even designers with many years of experience.
  • Level 3 This level of design skills is fairly rare. Many people think that they are at this level but aren’t quite there yet. For example, I’ve noticed that many who think they are doing user-centered scenario-based design are really doing feature- or task-based design. (The difference? Stay tuned for a future post.)
Source

Welcome

Hello World!
This is the first official blog post from sedatfirat.com. I will try to share some articles about UX Design, Graphic Design, Social Media and many other exciting things.

So Welcome and enjoy your day!

Sédat