Better Link Labels: 4Ss for Encouraging Clicks

The CONTACT labels on Africa Odyssey’s site accurately communicate what the user will find when clicking the button. When links set expectations that aren’t met, they slowly corrode the user’s trust in the site and the organization it represents. Wasted clicks rapidly make users cut their click budget for your site or even leave your site. Substantial Remember that users scan rather than reading the UI in its entirety. We know from eyetracking research that people tend to pay more attention to salient elements — links that are styled differently (as they should be) from the static

Better Link Labels: 4Ss for Encouraging Clicks
‘Our Users Are Everyone’: Designing Mass-Market Products for Large User Audiences

More important than finding the exact cutoff point between groups is to make sure they become part of your research and design planning. Depending on the depth of the difference between the groups and the implications for usage and your business, you might consider the groups sufficiently distinct to require separate usability studies with different tasks. Or, with less-important distinctions, you could simply make sure to include people from each relevant group when you recruit participants for a study, so you can observe any differences in what they expect and how they behave. Share the

‘Our Users Are Everyone’: Designing Mass-Market Products for Large User Audiences
Design Thinking 101

Scalability — Think Bigger The packaged and accessible nature of design thinking makes it scalable. Organizations previously unable to shift their way of thinking now have a guide that can be comprehended regardless of expertise, mitigating the range of design talent while increasing the probability of success. This doesn’t just apply to traditional “designery” topics such as product design, but to a variety of societal, environmental, and economical issues. Design thinking is simple enough to be practiced at a range of scopes; even tough, undefined problems that might otherwise be

Design Thinking 101
Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface

So, if people end up doing the same task faster, it’s good, right? Well, it would be if this solution was guaranteed to work correctly in all circumstances. In fact, Tesla warns against relying solely on lane assist for lane changes. Even barring sensor errors (which are more common than one would expect), it can be challenging to interpret the displayed information correctly. The problem is that the user may not recognize to what lane the lane-assist cues apply. To understand why, imagine that you are driving on a three-lane road and you want to switch lanes from the rightmost lane to the

Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface
10 Usability Heuristics Applied to Video Games

Subway Surfers, an endless-runner mobile game, does a nice job crafting error messages. After users lose mid-game, they’re prompted with a dialog that reads, Save me! (Which would not be a good dialog prompt in a productivity app, but is acceptable in the playful context of a game.) To continue the game from the point at which they lost, users can either watch an advertisement or use game Keys (a type of game currency). If the user attempts to use Keys but does not have enough, an error message appears.  The error message uses simple language to diagnose the problem (Not enough keys

10 Usability Heuristics Applied to Video Games



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