Usability   157438

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You probably don’t need input type=“number”
Did not know about that scroll behavior. I'm more and more against this
forms  usability  webdesign  validation 
9 hours ago by leereamsnyder
Death by a Thousand Clicks: Where Electronic Health Records Went Wrong | Fortune
This article is everything and maybe I've found my new focus. Seriously.

"“It’s not that we’re a bunch of Luddites who don’t know how to use technology,” says the Rhode Island ER doctor. “I have an iPhone and a computer and they work the way they’re supposed to work, and then we’re given these incredibly cumbersome and error-prone tools. This is something the government mandated. There really wasn’t the time to let the cream rise to the top; everyone had to jump in and pick something that worked and spend tens of millions of dollars on a system that is slowly killing us.”"

"“The software got slammed in, and the software wasn’t implemented in a way that supported care,” he says. “It was installed in a way that supported stimulus. This company, we were complicit in it too.”"
healthcareit  usability  ux  healthcarereform  hit 
11 hours ago by emily
Design for Fingers, Touch and People, Part 3
Always back up your design decisions with data. Without data, you’re just another person with an opinion.
All of this seems like a lot to keep track of, but it’s not so bad if you just remember the core features of these ten heuristics:
Place content and functions in the middle of the screen.
Design with fingers in mind, so users can see around them.
Design for zones, with bigger touch targets along the edges and at the corners of the screen.
Place touch targets to avoid catastrophes when people miss them.
Be consistent in how you design user interfaces and interactions.
Always respect people and their device choices, patterns of use, and contexts.
Design mobile interfaces at their actual sizes.
Try using your designs on real phones.
Remember to design for hands, fingers, thumbs, and people.
Always back up your design decisions with data. Without data, you’re just another person with an opinion. All of the information I’ve given you in this series is based on extensive observations of users, often on direct measurements, and research that lets me understand the reasons behind these core concepts and the importance of designing with them in mind.
But I don’t know everything there is to know about touch. So keep asking questions, and do your own research when you run into odd behaviors that you cannot explain.
ux  usability  mobile  research  usertesting  data  bestpractices 
yesterday by rmohns
See No Evil: Hidden Content and Accessibility - Cloud Four
.sr-only {
border: 0;
clip: rect(0 0 0 0);
clip-path: polygon(0px 0px, 0px 0px, 0px 0px);
-webkit-clip-path: polygon(0px 0px, 0px 0px, 0px 0px);
height: 1px;
margin: -1px;
overflow: hidden;
padding: 0;
position: absolute;
width: 1px;
white-space: nowrap;
accessibility  design  webdesign  a11y  usability 
2 days ago by leereamsnyder
Lessons from 6 software rewrite stories – Herb Caudill – Medium
A new take on the age-old question: Should you rewrite your application from scratch, or is that “the single worst strategic mistake that any software company can make”? Turns out there are more than two options for dealing with a mature codebase.
article  advice  back-end  usability 
3 days ago by fanarchive
Mobile Usability Made Simple – UX Planet
Steven Hoober conducted extensive research on how people hold and use their phones. You can find it in the article How do users really hold mobile devices?
He didn’t stop there. His research continued and in 2017 he wrote a three-part series to revise his first findings. Hoober says the illustration shown below continues to make rounds as the standard how users hold their mobile devices, but it’s not correct as the one and only standard.

They are actually six ways users hold their phones:
75% is using just their thumb to touch the screen
fewer than 50% holding their phone one-handed (Design for fingers, touch and people part 1)

Based on the things above it is clear that the traditional desktop F shape pattern in which users make horizontal eye movement across the screen followed by a vertical one isn’t the same on mobile.

Users tend to look at the center of their screen first, which is the easiest to reach and touch with a thumb on almost all smartphones. The harder it is for the thumb to reach a certain part of the screen the less accurate it is.
usability  mobile  interaction  ux  bestpractices 
4 days ago by rmohns

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