We seldom underestimate the power of good copy in interface design. Here is a great article by Cynthia Risse who explains with a ton of great examples, how to use great wordings to make your UI standout.
Now that more gems have started pouring out from the fascinating discovery Steve Troughton made especially that of the final screen resolution(1125 x 2436) of the rumored iPhone Pro, Allen Pike has a great take on how Apple can make use of the extra height.
Read on at the article linked below to find out more.
The new iPhone Pro maybe a few months away but developers have already started visualizing how the edge to edge UI perspective would look by rendering some really neat concepts. Check out the post linked below to find out more.
Figma is a popular design prototyping tool which has recently evolved from v1 to v2 with the biggest improvement being the ability to prototype and present the design all from one interface. Figma also comes with a new developer handoff feature. Developers can now have a view-only access to files giving them the ability to see things like color codes, the spacing between elements and CSS details making it quicker to implement the design through code/storyboard.
In Figma, the prototype is a living document rather than a dead artifact.
Apple selected 13 apps as the winners of Apple Design Award 2017 — 5 games and 7 apps. These apps are a great inspiration to any iOS developer and would recommend you to download these apps and give it a run to find out how well they are designed. My favorite app among these is “Bear”, it’s a great app for bloggers to write with a clean distraction-free design.
iOS 11 was just announced a couple of days back and if you have been yearning to create some quick prototype screens for your next big scheme, then you are in luck. Artyom Tarasov, the art director @ Great simple has made available 12 different screens in Sketch to apply in your designs. Tap on the link below to start downloading:
Check out this excellent article by Brad Ellis who makes his case for the end of the Navigation bar in iOS design. It’s a fact that Apple is moving away from a Navbar oriented design to a design that prioritizes reachability. This can be distinctly seen in Apple’s latest incarnation of Apple Music and Maps apps where Apple has gotten ridden of the navigation bar and replaced with a more finger reachable interface.
Apple Music has gone through a couple of design updates since the time it was launched and is still by far the least polished Apple product I use on a regular basis. There are many UX problems with it and not sure if Apple is aware of all the issues since there is no semblance of feedback that can be offered for the app since it’s not available on the Apple app store.
Jason Yuan in his viral blog post provides several great improvements to the app’s current design. I hope Apple implements some of these improvements in iOS 11.
Have you been confused with the terms UI/UX? There are countless articles online which define these terms but none explained as well as the below article where the author Andrew who is a usability specialist explains with clear practical examples.
Dropbox rolled out a major redesign of their website a few weeks back and I am loving it so far it. It’s never an easy thing for a big company like Dropbox to venture into such a dramatic overhaul of design, especially of their core product.
Even a small set of people can influence big changes with the right approach and right temperament
Here is a great article from Edchao a designer at Dropbox, who explains the challenges faced to convince people in the organization for a big design change like this.
The role of a designer in a dynamically changing company is very challenging since your role as a designer is tightly coupled with the decisions made in other parts of the company. So for example, a systems engineer or a performance engineer could have a significant say in how the product is designed. Given this, it’s paramount that the design team work closely with the rest of the group.
Whether you like it or not, whether you approve it or not, people outside of your design team are making significant design choices that affect your customers in important ways. They are designing your product. They are designers.
Checkout this great post from Daniel Burka who has an interesting take on the original article posted by Jared Spool.
Steven Hoober an UI Expert in his research of mobile devices usage, found that 49% of people rely on a one thumb to get things done on their phones. Given this research conclusion, it becomes paramount that you keep the key top-level and frequently-used actions at the bottom of the screen, because they are comfortably reached with one-thumb interactions.
Check out the article below to find out some design tips and strategies to implement a bottom navigation interface :
If you are new to mobile app design or are making a platform transition, here are 3 principles that can save you design time, engineering time, and a whole lotta headache when designing your product for multiple platforms.
Modern interface isn’t a series of static screens anymore. Using animation help bridge the gap between software and human nature by adding the dimension of time to the product. Tap on the link below to read more about how you can take your apps to the next level through animation.
Animation for the sake of “cool” can often hurt an app since it’s distracting, but not always. There are many different ways you could make your visual feedback animation be natural. Read on to find out more :