Posts in Reports
It's not a modal

A modal, as an object, is not a thing. I blame lazy naming of things in UI design tools.

It is a dialog. Or dialogue.

If you like, use the term “pop up.” I often first describe, such as in the title of the design system or style guide by calling them “Pop up dialogs” so everyone is on board. Then, we describe modality. Yeah, that’s a thing. Modal, Modeless, or Semi-Modal…

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Designing for Touch

The mobile smart device has taken over the world, and with it the touchscreen interface. There are over two billion portable touchscreen devices in use today, and hundreds of millions more installed in cars and kiosks.

Read the state-of-the-art research, learn to ignore out of date info, and get simple guidelines for how to design for how people really hold and touch their phones and tablets.

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ReportsSteven Hoober
Principles of Mobile Design

Principles exist at a higher level than any pattern. They can be considered patterns for the patterns, if you will. Each pattern, and each detail of interactive or presentational design, should adhere to each of these principles at all times.

This resource is an evolution of an introductory section for the book Designing Mobile Interfaces. Each section and chapter in the book began with a discussion of the core principles for their sections, as well as other helpful guidelines that apply to those patterns.

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ReportsSteven Hoober
Understanding Location

While many people still talk about the constraints of mobile devices—how they have small screens and are hard to type on—I focus on the value they bring by not making users type and by doing things that no other devices can do.

Sensors are the real key to the magical appeal of mobile devices—and location is one of the first and best of these sensing technologies. Knowing users’ location is an excellent way to tie their reality to the digital experience you’re designing, and understanding the technology and how to integrate it is important, and a lot more complex than most people realize.

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ReportsSteven Hoober
Process Articles

I am a huge process nerd so have written up a lot on it over the years. Here, for starters, I have gathered them all up for when you want to know what I think of it.

Eventually I’ll likely update this to actually have some text itself explaining my thoughts on how to build — most of all — a UX team that works well with modern assumptions of speed and efficiency.

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ReportsSteven Hoober
Greeking

Greeking is a 500 year old term that refers to any use of placeholder text or images in design, mockups, or samples.

There are many more options for greeking than just “lorem ipsum” and in fact that should almost never be used. Read on to find out why.

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Reports, ArticlesSteven Hoober
Regionalizing Your Mobile Designs

Regionalization means considering the entire context of people’s different needs in other parts of the world, not just hiring some service to change the display language.

Do not just let anyone write a story that says “translate the website” but think about the entire range of things that can change when you really offer your app or website in a new region…

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Articles, ReportsSteven Hoober
How to Criticize Design

I regularly encounter people, or posts, that refer to all criticism as bad. That it stifles creativity, especially for us sensitive artsy designer types. I could hardly disagree more. Criticism is a key part of discovering new ideas and working collaboratively. I am not brilliant enough to get by without help from others.

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ReportsSteven Hoober
Type Sizes For Every Device

Digital products are about content. Even controls are pointless if users don’t understand their purpose and cannot read about what they do. The most important thing you can do for universal access and usability is to make sure everyone can read your website, app, or wearable.

Read on for reliable, research-based sizes for all your text and icons, on wearables, mobile phones, tablets, desktops and laptops.

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ReportsSteven Hoober
UX Processes, Product Design, and Development Methodologies

One of the things I pride myself on is practicing technology and process agnosticism. However your organization works, whatever you want to build, we can work that way.

Except for one thing we hold near and dear. We always want to be sure we’re making a quality product. By quality, we mean things along the lines of the formal business definitions. ISO 8402–1986 has a good one…

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ReportsSteven Hoober
When Your Project is Done, It’s Not Dead

You need to do a retrospective or post-mortem, but find the process vague, uninformative, entirely too negative, or it causes arguments?

Yeah, try the After Action Review method instead. It’s a collaborative, inclusive assessment, and one you can perform after any major activity or event. Not just bad projects, but good ones. Not just at the end of projects, but at the end of each phase.

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ReportsSteven Hoober
Design for Large Displays

Mobiles are not different from desktops because they are small but because they are connected and personal. Good products don't just meet a niche, but leverage the native intent of the interface. Lately, we have heard some gnashing of teeth as developers try to figure out how to make things that are useful for the Apple Watch. Meanwhile, users of Pebble wonder what the fuss is about as much has already been figured out regarding wearables.

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ReportsSteven Hoober