Design & UX
After any amount of time in the design industry, you’ll most certainly hear someone refer to users as "dumb." People talk about having to "dumb down" interfaces, design for "the lowest common denominator," and try to make applications "idiot-proof." Designers say it themselves once in a while. The really terrible designers say it repeatedly.
In the past, I expected everything to be a bit rubbish. Sitting in the back of my dad’s car, smashing the Nokia keypad trying not to let the snake eat its own tail — I wasn’t thinking about it any deeper than “hehe,” “wow” or “ahhh…”
You may have already read the first part to this article. If not you can catch up by clicking here “5 UX tips to consider on a mobile”. I have listed 5 more tips below on what I consider being useful tips towards a great mobile UX.
UX design is not a one-man show. We have to work closely with fellow designers, engineers, researchers, managers, business stakeholders, and clients. And while our ultimate goal is to make our users happy, in many cases the hardest part is that we have to make compromises.
Different design patterns help us provide solutions to most common problems that all designers and developers face in their work. In this post we’ll explore progressive disclosure and how to apply it to your mobile prototyping.