Marketing and UX, perfect error messages, prototyping with Lottie and Principle and more UX links

What’s hot in UX this week.

Fabricio Teixeira
UX Collective
Published in
4 min readSep 24, 2017

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Ending a client meeting at the perfect time, according to Paula Scher →

You are giving a presentation. This line is the line of the reasonable level of expectation that everyone has when you walk into the room.

You begin to present, and you come above the reasonable level of expectation; everybody gets enthusiastic, people begin to start asking you questions.

And about right here you reach the highest appreciation you’re going to get for this presentation.

At this point, somebody is going to make a rebuttal to your presentation. You’re gonna sink a little below that line of expectation. You grab it back, and you make some concessions. And you get up to about here. At this point, this is as high as you are ever going to get.

Continue reading →

Are you focusing too heavily on creating a beautiful UI? →

We’re designers, which means we love to make things useful. But if we call ourselves UX designers, we need to think beyond the screen.

“Product” is the wrong framing →

Describing the object of UX design as a product often does it a disservice to our capabilities and to the things we create. By Jorge Arango.

The mission-driven interface →

The design team at Twitter shares their most recent redesign, inspired by their renewed sense of purpose. By Sean Thompson.

Marketing and UX design must work together →

While there’s a lot of tension between these two practices, they really must work together if we want to design the full user experience. By Kristina Bjoran.

Sketch libraries and Abstract combined in a design workflow →

Abstract helps to collaborate and version on a sketch file; Sketch Libraries help to collaborate on a design system. Can we work with both of them? By Florian Lissot.

What is UX writing? →

UX writing is my main craft, and I get a lot of questions about it. Here are a few answers to the most frequent. By Lisa Sanchez.

How Vimeo uses Principle to prototype new features →

Principle requires no coding experience or knowledge, and has a relatively shallow learning curve. Here’s how Vimeo has been using it. By Stephen M Levinson.

Hassle-free animations with Lottie →

A step by step guide for how to use the open-source animation tool Lottie, and what you can do with it. By Lisa Zeitlhuber.

What comes after user-friendly design? →

“User-friendly” was coined in the late 1970s, when software developers were first designing interfaces that amateurs could use. What does it really mean now? By Kelsey Campbell-Dollaghan.

How to write a perfect error message →

Here are 3 vital parts of every good error message: clear text message, right placement, good visual design. By Vitaly Dulenko.

News & Ideas

Tools & Resources

A year ago…

What UX can learn from video games →

Successful video games have certain commonalities — a simple and engaging world that focuses on getting the player completely immersed into the gameplay and easily understand how to succeed.

Here are a collection of helpful lessons gleaned from the gameplay systems.

Brought to you by your friends at uxdesign.cc, Fabricio Teixeira and Caio Braga.

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