Archive for the ‘UI/UX’ Category

Connect With Your Creation Through a Real-Time Editor

Inspired by Bret Victor's demo, Chris Granger's live editor helps connect you with what you're building.

Last month we pointed you to a video of Bret Victor’s talk, “Inventing on Principle.” Victor has worked on experimental UI concepts at Apple and also created the interactive data graphics for Al Gore’s book, Our Choice. In the talk Victor showed off a demo of a great real-time game editor that makes your existing coding tools look primitive at best.

Inspired by Victor’s presentation, developer Chris Granger has put together a similar live game editor in Clojurescript.

If you haven’t watched the video of Victor’s talk, you should start there, but the basic idea behind his real-time editor is to make your code more closely connected to what it creates, in this case a simple game. Granger’s take on the idea is similar — all changes you make to the code are reflected immediately in the running game. You change a line of code and the game immediately changes right with it. Here’s Granger’s video demonstrating the editor:

As Granger writes on his blog, “essentially I learned that Victor was right — there’s unquestionable value in connecting yourself with your creation.”

Granger’s demo code is available on GitHub and there’s a .jar file available for download if you’d just like to play with the demo.

File Under: UI/UX, Web Basics

Users Expect Websites to Load in the Blink of an Eye

Photo: tobias.munich/Flickr

Think your three-second page loads are “just fine”? Think again.

According to engineers at Google, even the blink of an eye — which takes around 400 milliseconds — is too long.

That’s the word from the New York Times, which makes an unusual foray into the world of web development with its article “For Impatient Web Users, an Eye Blink Is Just Too Long to Wait.”

Some web developers may remember the days of the two-second rule (and no, not the one that applies to dropping food on the floor). The established wisdom — well-tested at the time by usability experts like Jakob Nielsen and others — was that after two seconds the number of users willing to wait for your page to load dropped off significantly.

That rule still holds, it’s just the amount of time that’s changed. Nowadays, the Times claims, users drop off after a mere 400 milliseconds, and a difference in page load time of just 250 milliseconds is enough to convey a distinct advantage over your competitors.

It’s that last number that’s perhaps most interesting. Anyone who’s browsing the web via a 3G connection can tell you that if you’re only willing to wait 400 milliseconds for a page to load, you aren’t going to see much of the web. On mobile networks bandwidth constraints are even more of an issue than they were when the two-second maximum was popularized. Users seem to understand this, but they don’t see it as an excuse. Now, perhaps more than ever, slight differences in page load time can give your site a significant advantage over competitors, according to the Google and Microsoft engineers quoted in the Times piece.

In other words, users may still, in some circumstance, be willing a wait a second, but if your competitor’s page is even 250 milliseconds faster, you can kiss your users goodbye.

Don’t believe us? Head over to the Times article and see if Google’s engineers don’t convince you. When you’re done we’ve got a few tips on how to speed up your website and make sure that no one has the edge on you. Here are a few helpful articles from the Webmonkey archives:

Video: Inventing on Principle

We just had a moment similar to the time we first saw content-aware scaling in action, but this time it’s even better — we’ve seen the future of programming tools and it looks awesome.

Check out the video above of Bret Victor‘s recent talk, “Inventing on Principle.” Victor has worked on experimental UI concepts at Apple and also created the interactive data graphics for Al Gore’s book, Our Choice. The video above of Victor’s keynote at the Canadian University Software Engineering Conference, captures a wonderful talk on living your life based on principles, but for many developers what’s most arresting are the software development tools demoed.

Do your current tools suddenly feel incredibly outdated? Perhaps you thought you were using a well-tuned coding machine but suddenly realize you’re really just hitting two stones together? Thought so. Sadly, the apps demoed in the video aren’t available. That’s all right, though; it just means someone needs to build them. Be sure to let us know if you do.

Building a Responsive, Future-Friendly Web for Everyone

A handful of the many screens your site needs to handle. Photo: Ariel Zambelich/Wired.com

This week’s Consumer Electronics Show in Las Vegas has seen the arrival of dozens of new devices from tablets to televisions. Some of these newfangled gadgets will soon be in the hands of consumers who will use them to access your website. Will your site work? Or will it end up mangled by a subpar web browser, odd screen size or slow network connection?

No one wants to rewrite their website every time a new device or browser hits the web. That’s why approaches like responsive design, and the even broader efforts of the future-friendly group, are trying to develop tools and techniques for building adaptable websites. That way, when a dozen new tablets suddenly appear on the scene, you can relax knowing your site will look and perform as intended, no matter which devices your audience is using.

Even if you aren’t a gadget lover, CES should help drive home the fundamental truth of today’s web — devices, they are a comin’. Webmonkey has compiled helpful resources for creating responsive design in the past, but the field is new and evolving rapidly so here’s an updated list of links to help you get started responsive, future-friendly sites that serve your audience’s needs whether they’re browsing with a tiny phone, a huge television or the web-enabled toaster of tomorrow.

Basics:

  • Use @media to scale your layout for any screen, but remember that this alone isn’t really responsive design.
  • Use liquid layouts that can accommodate any screen size. Don’t simply design one look for 4-inch screens, one for 7-inch, one for 10-inch and one for desktop. Keep it liquid, otherwise what happens when the 11.4-inch screen suddenly becomes popular?
  • Roll your own grids based on the specifics of your site’s content. Canned grid systems will rarely fit the bill. The problem with canned grids is that they don’t fit your unique content. Create layouts from the content out, rather than the canvas (or grid) in.
  • Start small. Start with the smallest size screen and work your way up, adding @media rules to float elements into the larger windows of tablet and desktop browsers. Start with a narrow, single-column layout to handle mobile browsers and then scale up from there rather than the other way around. Starting with the smallest screen and working your way up means it’s the desktop browsers that need to handle @media, make sure older browsers work by using polyfills like Respond.
  • Forget Photoshop, build your comps in the browser. It’s virtually impossible to mock up liquid layouts in Photoshop, start in the browser instead.
  • Scale images using img { max-width: 100%; }. For very large images, consider using something like Responsive Images to offer the very smallest screens smaller image downloads and then use JavaScript to swap in larger images for larger screens. Similar techniques can be used to scale video.
  • Forget about perfect. If you haven’t already, abandon the notion of pixel perfect designs across devices. An iPad isn’t a laptop isn’t a television. Build the perfect site for each.

Further Reading:

  • Future Friendly — An overview of how some of the smartest people in web design are thinking about the ever-broadening reach of the web: “We can’t be all things on all devices. To manage in a world of ever-increasing device complexity, we need to focus on what matters most to our customers and businesses. Not by building lowest common-denominator solutions but by creating meaningful content and services. People are also increasingly tired of excessive noise and finding ways to simplify things for themselves. Focus your service before your customers and increasing diversity do it for you.”
  • Building a Future-Friendly Web — Brad Frost’s excellent advice: “Think of your core content as a fluid thing that gets poured into a huge number of containers.”
  • There is no mobile web — “There is no mobile web, nor desktop web. It is just the web. Start with the content and meet people halfway.”
  • Responsive by default — Andy Hume on why the web has always been responsive, but was temporarily sidetracked by the fad of fixed-width sites.
  • COPE: Create Once, Publish Everywhere — NPR’s Director of Application Development, Daniel Jacobson, walks through how NPR separates content from display and uses a single data source for all its apps, sites, APIs and feeds. A great example of what Frost talks about regarding content as a fluid thing.
  • Support Versus Optimization — It can seem daunting to support dozens of mobile browsers, but if you aren’t up to the challenge of a few mobile browsers now what are you going to do when you need to support car dashboards, refrigerators, televisions and toasters, all with dozens of varying browsers?
  • The Coming Zombie Apocalypse — Not satisfied thinking a few years ahead? Scott Jenson explores further into the future and tries to imagine what the web might look like when devices all but invisible.

Techniques:

File Under: Mobile, UI/UX, Web Basics

‘WTF Mobile Web’ Tracks Terrible Mobile Web Design

Sometimes the best way to figure out what works is to see what doesn’t. That’s the thinking behind WTF Mobile Web, a new site that tracks examples of terrible mobile web design and user experience. Whether it’s a “native look” that inevitably looks wrong on all but one platform or simply treating the iPad as a mobile browser, WTF Mobile has plenty of examples of what not to do when developing a mobile site.

WTF Mobile Web is the brainchild of developers Jen Simmons and Brad Frost who are careful to note that the point isn’t to be mean or pick on specific sites. In fact, perhaps the best part about the site is that, as people were quick to point out, it’s guilty of some of the very same things it’s calling out in other sites. Hypocrisy? Sure, but it also illustrates just how hard it is to get mobile right.

As Simmons and Frost write:

The problem is that we’ve all been doing this thing called Making a Website for a long time in a particular way. And now everything is changing. Sure some developers are resistant to learning new things, but most developers are interested, excited and willing. But this isn’t a problem that you can fix by just switching out which bit of code to use. It’s bigger than that. Content strategy, design, business all have to change. The fundamental way in which people work together to plan and coordinate the creation of a website has to change.

Perhaps the most important thing to keep in mind is that, to paraphrase developer Steven Hay, there is no mobile web, no desktop web, no tablet web. There is just The Web, which we view in different ways. Design for The Web, avoid assumptions about devices (like assuming the iPad is a mobile device) and please, stop with the “native” designs.

If you run across an example of bad mobile design you can submit it to WTF Mobile Web.

So how do you build better mobile sites? Well, WTF Mobile Web has a few links to get you started, including one to Frost’s Building a Future Friendly Web slideshow, which we’ve covered before. Webmonkey has also been covering mobile and responsive design for some time so be sure to read through our archives.

WTF? photo by Daniel Lobo/Flickr/CC

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