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Archive for April, 2012

Interactive Sketching Notation v1.2

Tuesday, April 24th, 2012

The next version of the Interactive Sketching Notation is rolling out today. One of the biggest adjustment was to the Adobe Illustrator template by adjusting the scale of all the icons, screens and widgets from a way smaller scale to a more screen friendly set. Before, when I tried to export my sketches from Illustrator I realized that all the work is so tiny that it is unreadable. So now the template contains 1024×768+ and 1366×768+ scaled screen outlines (along with additional iPhone, iPad, Android device screens) that are all to scale on a standard computer monitor. Screens edges have also been straightened a bit to make it easier to align items.

Another big improvement was expanding the set of sketchy style icons to 49. I spent a few good hours drawing out typical icons for things like: zooming in, zooming out, cameras, social icons, trash cans, settings, attachments, portraits, shopping carts, etc, etc. Hoping this might be useful.

Finally, the other improvement is in expanding the range of widgets such as sliders, progress bars, date pickers and an android keyboard.

Although the notation itself is shareable under Creative Commons, the Illustrator Template is now a paid product ($19 CAD) – as I’m putting more time into it (and plan on in the future).

Please let me know if you have recommendations, requests or just want to give feedback.

Enjoy,
Jakub

Predicting Usability & Usefulness

Friday, April 20th, 2012


When dealing with problems of usability, I think it’s still relatively easy to rely on experience and be able to predict if a user will be able to manage through a task. Over time, an experienced designer builds up a number of rules, best practices, or guidelines that can help him or her to make an interface more usable (that is, answering the problem of: can people use it).

When dealing with problems of usefulness (that is, answering the problem of: will people actually use it) I think it becomes harder and harder to predict the answer. Problems of usefulness are of a higher complexity and therefore are more difficult to predict and resolve with just experience or guidelines alone. Instead, in order to improve usefulness of a product, the designer has to get scientific, measure, test, experiment and simulate.

… just a sketched out hypothesis.




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