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Brutalist Web Design
Guidelines for web design that adhere to the tenets and ethos of Brutalism
webdesign  concepts  ideals  guide  guidelines  resources 
yesterday by mikeRuns
Accessibility for Teams
Guidelines to help teams create accessible products and services
design  reference  accessibility  a11y  teamwork  via:popular  best-practice  Collaboration  Guidelines  Inclusion 
yesterday by atran
Semantic Commit Messages | Sparkbox | Web Design and Development
See how a minor change to your commit message style can make you a better programmer.
dev  git  commit  collaboration  guidelines  semantic  best-practices 
yesterday by brunosabenca
Brutalist Web Design
"Brutalist Web Design is honest about what a website is and what it isn't. A website is not a magazine, though it might have magazine-like articles. A website is not an application, although you might use it to purchase products or interact with other people. A website is not a database, although it might be driven by one. A website is about giving visitors content to enjoy and ways to interact with you."
brutalist  webdesign  design  guide  guidelines 
yesterday by eugenexxv
Monzo – Tone of Voice
Hello! 👋 Welcome to Monzo’s tone of voice guide. This is a (fairly) brief overview of how we write. It’s for everyone in every team, and it applies to all the writing we do, inside and out. We’ve opened this up to the world as well (hello world! 🌍), because we want to be held up to the lofty standards we set ourselves here. We believe in everything we’ve said, so if you see us falling short then please let us know.
[found via Strands of Genius]
voice  brandvoice  guidelines  examples  strategy  toneofvoice 
yesterday by eugenexxv
Brutalist Web Design
Guidelines for web design that adhere to the tenets and ethos of Brutalism
webdev  webdesign  brutalism  minimalism  design  guidelines 
4 days ago by lenards
Best UI UX Design Pattern Examples Library | Design Knowledge Base
Waveguide is a curated and searchable base of design knowledge, UX/UI patterns and design examples for research and inspiration.
design  patterns  ux  design-patterns  guidelines  inspiration  ui 
5 days ago by bechster
Guidelines for User-Centered Design
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Guidelines for User-Centered Design


From C. Pancake, 1997,"Improving the Quality of Numerical Software through User-Centered Design," in The Quality of Numerical Software: Assessment and Enhancement, ed. R. Boisvert, Chapman & Hall, London, pp. 44-60.



Focus on the users and their needs. Before even beginning to plan new software, ask these questions:
Will this do something that users do now? If so, what constrains the productivity of their current method?
Else, is this something that users have specifically asked for? If so, why aren't they doing it now? (e.g., too time-consuming, needs special OS support, etc.)
Else, how are you going to convince them they need it?
Carry out a detailed analysis of users' tasks and task environment. The first step in UCD is to study the intended audience. Visit customer sites and meet with potential users (installers and support staff, as well as end users). Make sure you understand the users' current task structure: how the users currently accomplish the tasks, what their underlying logical model is and how it is organized into sub-tasks, and typical strategies and problem work-arounds. Then, make an educated guess about what their future strategies will be (remember that using a system changes users' attitudes).
Based on the task analysis, use a task-oriented organization for the interface. Establish what users tasks need to be supported. Visually identify the key tasks in some way, and make the tasks self-explanatory.



Carry out early testing and evaluation with users. Expose representative groups of users to paper prototypes and ask them what they expect will happen, or what they think a representation means. Capitalize on the phenomenon of attention as a searchlight. Pay close attention to where users are focusing their attention; nothing else is being processed mentally. Use this information to restructure the interface so that it seems more "natural" to the user.


Design iteratively with many cycles of design / user-test / redesign. Capitalize on the phenomenon of selective attention by watching how user attention shifts from one area of the interface to another during tests. Use this information to avoid elements that are distracting. If a switch in attention needs to be made, make sure it has significant content. Use think-aloud protocols so you can understand the users' logic. If something isn't clear, always re-design it, even if you're convinced that it should have been obvious to the user. Refine the design incrementally, so that you benefit from each round of testing.

User-Centered Design
(From IBM - http://www-3.ibm.com/ibm/easy/eou_ext.nsf/Publish/570)

User-Centered Design is a well established process that has been widely adopted by many organizations to deliver products that meet users' expectations. IBM has regularly enhanced this process, which has now been consolidated within the broader framework of User Engineering. For completeness, the key information on User-Centered Design is retained for reference.

What is User-Centered Design? An overview of the User-Centered Design process.
User-Centered Design principles The six principles at the heart of User-Centered Design.
User-Centered Design process The six stages of the User-Centered Design process.
Adopting User-Centered Design Strategies for adopting User-Centered Design practices in your organization. Getting started - Staying committed
Cost justifying ease of use The financial benefits of making products easy to use.
User-Centered Design FAQ Frequently-asked questions about User-Centered Design.
IBM's User-Centered Design labs A look at IBM's User-Centered Design Labs.
Recruiting participants Methods and resources for recruiting representative users to participate in User-Centered Design activities.

What is User-Centered Design?

How do designers come up with an interface that's not in your face? That just does what you want, and doesn't make you waste time doing what it wants? Easy-to-use software doesn't just happen. It requires focusing on the product's potential users from the very beginning, and checking at each step of the way with these users to be sure they will like and be comfortable with the final design. The User-Centered Design (UCD) process starts by forming a multi-disciplinary UCD project team. This team will work with the product's users throughout the design process and beyond. So the first thing that the UCD team must figure out is: Who will be using the product?

Once this target audience has been identified, representative users can be recruited to work with the team. These users help establish the requirements for the product by answering questions such as:

What do you want the product to do for you?
In what sort of environment will you be using the product?
What are your priorities when using the software? For example, which functions will you use most often?
The answers to these questions start the process of user task analysis.

Another important set of issues concern the product's competition, which includes not only other products but also any other means the target users have for completing their tasks. Again, users are consulted to help designers understand how to make their product competitive:

How are you doing these tasks today?
What do you like and dislike about the way you've been getting your tasks done?
When the users' task requirements and the competing methods are understood, the design can start to take shape. A trial set of objects and views is designed to support the main user tasks.

To test the design so far, the team puts together a preliminary version called a prototype. Prototypes can be as simple as pieces of paper with proposed screen designs sketched on them, or so developed that they look like finished products, but most prototypes fall somewhere between these extremes. A prototype may not have all the function that will be in the product, but it has enough to test some part of the design. Test participants recruited from the target audience try out the prototype, and their task performance, reactions, and comments help the designers decide what to keep and what to change about the design. The design goes into a cycle of modification and re-testing until it meets functional and usability criteria.

At this point, a pre-release, or beta, version of the product may be constructed and distributed to a restricted set of users for their evaluation. Unlike the test prototypes, this version should have all the function planned for the actual product. It also can contain extra software to record usage information, such as how often the users refer to Help or run into problems with the product. The information gathered from users of the beta release can help the UCD team fine-tune the product for its formal release.

Finally, the tweaking stops and the product is released. But the user input doesn't end there. Users participate in benchmark assessments in which the product is rated against both the users' requirements and its competitive products. Customer service also records and tracks any problems reported by users. The problem reports help the designers know what to improve in the next iteration of the product.

Throughout the entire development process and beyond, users play a critical role in the design of easy-to-use products. After all, who knows more about which products are easy to use than the people who use them?

User-Centered Design principles


Meeting the ease of use challenge is largely a matter of adhering to the following principles. For each principle, the goal is to involve users -- to ask the right people the right questions. Putting yourself in their shoes is a sure way to put your product at the front of the pack.

Set business goals. Determining the target market, intended users, and primary competition is central to all design and user participation.

Understand users. A commitment to understand and involve the intended user is essential to the design process. If you want a user to understand your product, you must first understand the user.

Assess competitiveness. Superior design requires ongoing awareness of the competition and its customers. Once you understand your users' tasks, you must test those same tasks against competitive alternatives and compare their results with yours.

Design the total user experience. Everything a user sees and touches is designed together by a multidisciplinary team. This includes the way a product is advertised, ordered, bought, packaged, maintained, installed, administered, documented, upgraded and supported.

Evaluate designs. User feedback is gathered early and often, using prototypes of widely ranging fidelity, and this feedback drives product design and development.

Manage by continual user observation. Throughout the life of the product, continue to monitor and listen to your users, and let their feedback inform your responses to market changes and competitive activity.

User-Centered Design process
Dominos picture


The goal of the IBM User-Centered Design process is to ensure that the final product fulfills the users' wishes and needs. To achieve this goal, the first step is to form the multidisciplinary UCD Project Team. The project team includes representatives of the fields of visual or industrial design, human factors, information development, marketing, project management, service and support, technology architecture, and user interface design.

The Project Team then solicits user input throughout the design process. Below is a description of the six stages in … [more]
user-centered-design  guidelines  usability-roi 
5 days ago by marysbutler
Accessibility | Digital Governance
The OU Web Accessibility Guidelines has been prepared as part of an overall digital governance review led by Digital Engagement. The working group that has produced them has drawn on expertise and representations from units across the university. It has liaised with SeGA (Securing Greater Accessibility), The Open University’s programme with responsibility for accessibility matters. ‘Web accessibility’ is defined as the practice of making websites usable by people of all abilities and disabilities. This document is intended as a practical working guide for use by:

* anyone with responsibility for new web content (including third party content)
* anyone who develops new or existing web systems 

--
accessibility  OU  guidelines  governance 
6 days ago by ndf

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