Welcome to the Intersection
Encouraging better collaboration between design and development teams
Writing task scenarios for usability testing that accurately reflect user goals can be pretty difficult. Ideally, you want to come up with tasks that are realistic, actionable, and don’t give away obvious clues.
At its core, design thinking is a problem-solving methodology that, first and foremost, focuses on the user’s needs rather than the product’s specifications. Teams that fuse design thinking into their design process can develop better, user-centered products.
Usability testing is critical to project success which is why there are many different methods for conducting usability tests. The only problem is that most of these methods are incredibly resource intensive. You need to recruit test participants, make arrangements for conducting the tests, fill out paperwork, and much more.
Grids are an essential tool for modern web design. In a reality that expects user interfaces to function and look great on any number of unknown screen sizes, the grid helps create a “one size can adapt to all” final product. This further manifests itself into quicker launches, predictable budgets, and an overall better product for most projects.
Designers and developers have specific roles when it comes to building websites. Designers ideate, conceptualize, sketch, and prototype design ideas. Developers make those prototypes come to life by creating layouts, integrating graphics, and coding interactive elements.
In the context of UI design, illustrations can be drawings, sketches, graphic designs, or printed works of art. They are used to clarify, decorate, or visually represent text or complex ideas.
Prototypes are clickable, high-fidelity representations of the end product that are designed with the purpose to simulate user interactions. Prototyping enables UX designers to evaluate how their design solutions align with user experience.
Users will take a specific set of actions when interacting with a website to accomplish a specific goal. This set of actions is their user flow, and the amount of friction they experience in their user flow determines how good (or how bad) their user experience will be.
Contrast is a difference, especially a strong dissimilarity, between entities or objects compared. In simple terms, it’s when two elements on a page are distinctly different. Designers use contrast for various reasons.