Archivo de la etiqueta: User interface

Evernote Business llega a la Argentina – @iprofesional


La herramienta para pequeñas y medianas empresas…

 De esta manera, los empleados de una misma empresa podrán capturar y recordar información importante, descubrir temas que sus compañeros de trabajo ya conocían, optimizando el tiempo y eliminando la brecha del conocimiento.

Más de dos tercios de los 50 millones de usuarios de Evernote en todo el mundo ya vienen usando la aplicación para aumentar la productividad de su trabajo diario y el 70% de sus usuarios está ubicado fuera de Estados Unidos.

Según consignó Infobae, el servicio permite crear hasta 2 GB de contenido por mes en las Libretas Personales. Además, la empresa recibe 2 GB adicionales mensuales para cada usuario que está compartido en todas las Libretas de Negocios.

Evernote Business se encuentra disponible para Mac, iOS, Android y Windows. Su costo es deu$s10 por mes y se abona con tarjeta de crédito o factura. Los usuarios pueden registrarse en la página de Evernote.

How It Feels [through Glass] …Google Glass!


Want to see how Glass actually feels? It’s surprisingly simple. Say “take a picture” to take a picture. Record what you see, hands free. Even share what you see, live.

Directions are right in front of you. Speak to send a message, or translate your voice. Get the notifications that matter most. Ask whatever’s on your mind and get answers without having to ask.

All video footage captured through Glass.

Welcome to a world through Glass. See more

http://www.google.com/glass/start

“New Lipstick” by The Kissaway Trail on Google Play -http://goo.gl/v4dUf

Designing For Android: Tips And Techniques


Smashing Magazine
mobile.smashingmagazine.com

Android is an attractive platform for developers, but not all designers share our enthusiasm. Making an app look and feel great across hundreds of devices with different combinations of screen size, pixel density and aspect ratio is no mean feat. Android’s diversity provides plenty of challenges, but creating apps that run on an entire ecosystem of devices is rewarding too.

Android devices in various sizes.
There are hundreds of Android devices with different screen sizes and resolutions. (Image credit: Android Design. Used under Creative Commons license.)

At Novoda, we build Android software for brands, start-ups and device manufacturers. We often work with visual designers who are new to Android. The new Android Design site is the first resource we recommend. You should definitely check it out. However, there is plenty more to pick up! The goal is to create apps that people love to use. Thoughtful UX and aesthetically pleasing visual designs help us get there.

This article provides a set of practical tips and design considerations for creating Android apps. I’ve tried to include something useful whether you’re crafting pixel-perfect graphic assets, finding an optimal user flow or getting your hands dirty developing XML layouts.

Pixels

Visual design is hugely important in the perceived quality of an app. It might even improve usability. Most developers have some exposure to UI patterns, but developers with visual design skills are rare. They really need you. Delivering high-fidelity mock-ups, drawable resources (i.e. graphic assets) and guidance to developers is the best way to deliver an aesthetically pleasing experience to the end user.

SCALE NICELY

Android is a platform of many screen densities. There is no set of resolutions to target, rather a density independent measurement scheme for graphics, widgets and layouts. This is covered in depth in a previous Smashing article and the official documentation, so I’ll just add a mention of this neat web tool for calculating density pixels.

Screen densities.
Optimize graphics for different screen densities. (Image credit: Android Design. Used under Creative Commons license.)

It’s not always practical to hand optimize graphic assets for each density. The platform can scale resources down reasonably well. However, it’s always worth testing designs on low-end devicesand optimizing resources that scale badly.

BE STATE FRIENDLY Sigue leyendo

5 Ways to Get Email Overload Under Control


Mashable

Dmitri Leonov is vice president of growth at Sanebox. Follow him at @dmitri.

If you’re like most people with a connection to the internet and a job that requires you interact via email, then you probably know what email hell feels like. The only good news is that you’re not alone. In fact, the average person gets more than one hundred emails per day. The bad news is it’s not getting better.

The number of emails you receive will continue to grow every year. So what, if anything, can you do to get a grip on this email avalanche? Start with these five tips.

1. Set a Time Limit

According to a recent McKinsey Global Institute report, people spent 28% of their time writing, reading, and answering email. Most of it is unproductive because email is reactive by nature. The inherent gamification of clearing your inbox provides a brief feeling of accomplishment. But unless you’re doing customer support, your job description probably doesn’t include “respond to every email.”

Answering email is just one part of work. That’s why you should determine how much time you want to spend in your inbox on a given day, and don’t exceed it. One suggestion is to dedicate 15-minute blocks every two hours to staying on top of email without letting it take over your day.

2. Know Your Etiquette Sigue leyendo

HTML5 – code example of drag and drop on a web page


ibm.com/developerworks

I have recently attended a couple of analysts meetings where the subject of HTML5 was a recurring theme.  With my curiosity peeked, I decided to explore what HTML5 has to offer today.  Of particular interest is the drag and drop (d&d) API… as this has always been the holy grail of early HTML practitioners.  What I discovered was very cool… as d&d is now a simple matter of implementing a few effortless method calls.

For my example of d&d, I created a simple network configuration demo that illustrates an administrator UI to provision resources.  You can drag the example resources between zones, add resources to a zone, or simply remove a resource that is no longer required.  I kept my example basic for educational purposes, but as you can see, one could develop a full blown network administration tool using drag & drop as a central element of the user interface.

Here is my example, give it a test drive (requires Firefox 3.5 or greater):

 https://www.ibm.com/developerworks/mydeveloperworks/blogs/bobleah/resource/d_and_d.html?lang=en 

The key methods to implement d&d are basic and easily implemented as follows: Sigue leyendo

Google+ vs. Facebook – Infographic | Written by Jeff Bullas


jeffbullas.com

I am starting to wonder if Google+ is a waste of time as a marketing platform for bloggers and brands.

Google+ vs Facebook Infographic

Google+ launched with a bang last year and has now reached over 170 million registered users and 100 million active users.

The demographic is mainly male at 67%, the average age is 28 years old with a technical bent.

I do like the Google+ interface and I am sure it had a significant impact on maintaining competitive  pressure on Facebook to keep its user interface fresh with its new “Timeline” design rollout and evolution.

But there is a problem.

Google+’s engagement levels are so low that actually rank behind MySpace and almost any other significant social network you want to mention.

Google+ Engagement is Poor

Research from RJ Metrics shows that that despite the large user base they are hardly spending any time on the site whether vthat is publishing, reading or engaging.

Here are some of the findings:

  •  The average post has less than one +1, less than one reply, and less than one re-share.
  • 30% of users who make a public post never make a second one.
  • After making five public posts, there is a 15% chance that a user will not post publicly again.
  • Among users who make publicly-viewable posts, there is an average of 12 days between each post

Other research reveals that Google+ users spend on average only 3 minutes per month versus Facebook at over 400 minutes.

Google+ vs Facebook - Infographic

What about Traffic Referral…? Sigue leyendo

Top 10 Twitter Clients for Android Smartphone


shaanhaider.com

I don’t know, one of the many reasons why we buy an Android smartphone is because we can keep in touch with our Twitter and Facebook friends, i know i do!

Currently there being a load of Twitter clients available on the Google Play Store it becomes difficult for a newbie to choose which of the Twitter client for android suits his device the best, so here i bring to you the 10 best Twitter clients for Android.

10 Best Twitter Clients for Android Smartphone

1. Tweetcaster Pro for Twitter

10 Best Twitter Clients For Android - Tweetcaster Pro

This is an ultimate Twitter client and is used by many because of its really cool UI plus its many features which makes tweeting a lot more easy and fun. Its interface is very nice and clean, probably the best out there, and you also get many themes to choose from. This app is so popular that it has also been reviewed by the guys at CNET.

Some of the features in this app are Speak to Tweet, manage multiple Twitter accounts, post to twitter and Facebook simultaneously, schedule your tweets, read it later service, Twitlonger service to tweet long tweets, and Smartlists.

2. Ubersocial for Twitter

Ubersocial is another Twitter client which also has a balanced featureset offering a savvy UI for its users and also giving you access to tweeting elements which you will not get in any other Twitter client.

The highlights of this app are inner circles which is similar to Smartlists found inTweetcaster, mute users and certain hashtags, cross posting to Facebook and Twitter, customize menus (in short make your own ubermenu), livepreview which is a small browser built into the app so that you can view links, photos and videos without leaving the app, shrink links, tweet longer, etc.

3. Plume Premium for Twitter aka Touiteur

Plume is a very simple Twitter client and very fast too. It was first known as Touiteurbut was later changed to Plume. I currently use Plume Premium because it is quite quick in pulling tweets and as i have a quite poor data connection, it becomes the perfect app for me. The UI is very gorgeous and you also get the option to colorize tweets from different users so the app looks very colorful.

Plume also has many other features (and rather even more), you would look for in a Twitter client such as internal browser, mute users, manage multiple accounts, pull to refresh, autocomplete usernames, swipe to scroll, bit.ly support to tweet longer, geotagging feature, etc.

4. Seesmic Sigue leyendo

Finger-Friendly Design: Ideal Mobile Touchscreen Target Sizes


In darts, hitting the bulls-eye is harder to do than hitting any other part of the dartboard. This is because the bullseye is the smallest target. This same principle can also apply to touch targets on mobile devices.

Smaller touch targets are harder for users to hit than larger ones. When you’re designing mobile interfaces, it’s best to make your targets big so that they’re easy for users to tap. But exactly how big should you make them to give the best ease of use to the majority of your users? Many mobile developers have wondered this, and most have turned to the user interface guidelines provided by the platform developer for the answer.

Finger-Friendly Design: Ideal Mobile Touch Target Sizes
(Image credit: ogimogi)

[Note: A must-have for professional Web designers and developers: The Printed Smashing Books Bundle is full of practical insight for your daily work. Get the bundle right away!]

What the Mobile Platform Guidelines Say

Apple’s iPhone Human Interface Guidelines recommends a minimum target size of 44 pixels wide 44 pixels tall. Microsoft’s Windows Phone UI Design and Interaction Guidesuggests a touch target size of 34px with a minimum touch target size of 26px. Nokia’sdeveloper guidelines suggest that the target size should be no smaller than 1cm x 1cm square or 28 x 28 pixels.

While these guidelines give a general measurement for touch targets, they’re not consistent with each other, nor are they consistent with the actual size of the human finger. In fact, their suggested sizes are much smaller than the average finger, which can lead to touch target problems for users on mobile devices.

Small Touch Targets Lead to Big Problems… Sigue leyendo

Prototype Like A Pro Using Tools You Already Know ***HOT APPs | recommended ***


Keynotopia transforms your favorite presentation application into the best rapid prototyping tool for creating mobile,  web and desktop app mockups
-.-

Keynotopia is the largest collection of user interface design templates that enable you to prototype and test your app ideas in 30 minutes or less using Apple Keynote, Microsoft PowerPoint, or OpenOffice Impress.

The templates include thousands of wireframe and high fidelity vector UI components, meticulously designed from scratch in Keynote, Powerpoint and OpenOffice, and fully editable and customizable without needing additional design tools.

What is Keynotopia? from Amir Khella on Vimeo.

Create winning client proposals, deliver killer product demos, win your investors pitches, and finish projects on time and on budget

Keynotopia lets users design quick and easy interfaces and interactive mockups for web, mobile and desktop apps without touching a line of code

Design Elegant User Interfaces Without Messing With Colors, Pixels Or Layers

Create a new slide for each application screen, then copy elements from Keynotopia templates and paste them into your slides to create a great looking user interface in minutes!keynotopia examples Sigue leyendo

Design Best Practices for the Mobile Web



http://www.onextrapixel.com/2012/01/02/design-best-practices-for-the-mobile-web/

Mobile web interfaces take a different sort of design practice, whether they are for mobile websites or native mobile applications. With a different sort of device, and a more noticeably different screen size, we as designers must consider a new set of best practices for design.

Design Best Practices for the Mobile Web

Any web designer may be noticing the close in the gap between web designer and mobile designer. Before, many designers chose to be within that niche, but as the mobile web grows, we web designers don’t really have a choice to do mobile design or not! It is often a requirement for most projects, and in years to come that fact will be even more so.

In this article we’ll look over the basic best practices for designing for the mobile web, and the major differences in designing for the “traditional web” (via desktops/laptops and all other bigger screens).

Limited and Big Navigation

Navigation is the number one thing all web designers and developers need to focus on. Without good, usable navigation, our users may get confused, not be able to find what they need or want, and will end up leaving our sites, never to return!

We know this though, that fact has been paraded throughout all of the previous generations of the web. Just as it’s important to plan and design effective navigation for a regular website, so is it important to do the same for a mobile interface. Sigue leyendo

Google launches Hotpot for social place recommendations


by Jay Hathaway

http://www.downloadsquad.com/2010/11/16/google-launches-hotpot-for-social-place-recommendations/

Google Hotpot is new a social place recommendation engine built on Google’s existing Place pages. Up until now, Places have been rated and reviewed based on outside sources like Yelp, but Hotpot lets users rate local establishments using their Google Profiles. After you’ve entered a few ratings, Hotpot will use your tastes to recommend other places you might like, sort of like a Netflix for restaurants. Sigue leyendo

What One Thing About Web Design Would You Change Today?


http://www.noupe.com/design/what-one-thing-about-web-design-would-you-change-today.html
(…)

Better Browsers…

Even with the proviso in our question, most responses dealt with browsers—just not Internet Explorer. They also brought up how we build for the Web and how our work is interacted with, but browsers seemed to be the topic of the day. Judging by the amount of noise about it, the most frustrating problem is cross-compatibility between vendors. A number of different makers build browsers, and each browser has a unique way of rendering code; in this environment, designing and developing can be a burdensome task, and our readers would change it if they could.

Browsers in What One Thing About Web Design Would You Change Today?

Below are selected responses from our followers that offer a number of approaches to bettering the browser experience, and most of them deal with rendering code. There was variety in the responses, but making all browsers adhere to one set of enforced standards is an extremely popular solution. Compatibility was the focus.

  • I’d make every browser standards-compliant… and every website look amazing!
  • I would make every browser render the same code the same way.
  • Kill vendor-specific codes. No more of this -webkit crap.
  • Make all browsers be in sync. They are out of sync now. That’s the big difference between being a Web and graphic designer.
  • As many have said, cross-browser standards. So much time is wasted creating cross-browser compatibility. I’d also like to see better methods for separating content and navigation forms.
  • I’d ask all developers and companies to create one standard all-in-one Web browser. Need competition anyway? Here: plug-ins!
  • All browsers should have a unified rendering engine.
  • Standardize form elements across platforms and browsers.
  • Force standards. The W3C should have to “allow” browsers to browse the Web—and if -webkit, -moz or 90% of IE’s browser-specific bullshit were there, they’d block the browser. In a week, we’d have development heaven for all.
  • Make every browser read visual elements mathematically the same way so that developers wouldn’t have to care about cross-browsing.
  • We need a single open-source rendering engine (i.e. WebKit) that every browser could use and contribute to—and then we can scrap all other engines.
  • Fix font rendering. Sigue leyendo

Five Useful Design Techniques and Coding Solutions For Web Designers


By Kayla Knight
Full article

http://www.smashingmagazine.com/2010/10/07/5-useful-coding-solutions-for-web-designers/

As designers, we have to create an intuitive user experience, solve design problems and provide a beautiful and functional user interfaces. Unlike print design, we don’t have the luxury of designing in a static area; rather, our canvas is ever-changing in its content, browser width, page length and more. We do need to be able to code to some extent and be able to build a design around a structure of code. Yet, with these complications comes an opportunity for unique functionality, interactive effects and better user experience.

In this article, we’ll look at five useful coding solutions that we’ve stumble upon recently. All of these solutions enhance a website’s design, not just the code. These solutions affect the user interface and the user’s interaction with the design, and they can make for a more usable and interactive website.

1. Bar Graph Effect For Multiple Items

This effect (pictured below) can be a great way to add some oomph to a Web page, and make it more user-friendly. Its functionality goes beyond just being a cool trick, though. By organizing any set of items on a page — such as tags, categories, comments, product count — a designer can enhance user interaction, provide useful content clues and improve usability. By seeing a count of items such as tags and product types, the visitor can quickly get an idea of what the website mostly consists of. This is a great way to make quick connections with targeted visitors.

For comment counts, visitors can quickly see where the discussions are at. Highlights on highly commented posts can reinforce user-to-user interaction.

Pictured below are two examples of this design. The left organizes tags, and the second ranks the most commented posts on a blog. Be sure to visit both websites to see the full functionality and CSS effects. Sigue leyendo

40 Brilliant Examples of Sketched UI Wireframes and Mock-Ups


By: Hilde Torbjornsen |
http://www.onextrapixel.com/2010/09/29/40-brilliant-examples-of-sketched-ui-wireframes-and-mock-ups/

Creating wireframes and mock-ups is quite easy to do digitally these days. Applications are available everywhere, and there’s one for every style. While many prefer to do that part of the work digitally during the process, there are still quite a few designers who actually choose to do it the old-fashioned way using a Moleskine or other ways of drawing by hand.

We all have our preferences and the important part is of course that we find a way to do things that will nourish our creativity and talent.

Sketched UI Wireframes and Mock-Ups

We’ve collected some great examples for you, showing how some designers have drawn their ongoing projects. It can be quite inspiring to have a look at, maybe this will give you some new ideas for yourself?

I’ve personally found that sometimes I get an idea easier on paper when taking a notebook and escaping from the computer for a while, as the distractions are always so many.

HBO – True Blood Site

HBO - True Blood Site

HBO SATC Site

HBO SATC Site

Contraptions
Contraptions

Dinosaurs
Dinosaurs

UI Sketch
UI Sketch

Sketched Wireframes 5
Sketched Wireframes 5 Sigue leyendo

What is the worst mistake you see other designers make all the time?


By Robert Bowen | http://bit.ly/bjdjAQ

We recently published a post was aimed at learning from the mistakes of others, and we turned to our friends and followers online and asked them to come clean about the biggest mistake they had made so far in their careers. You might have seen it, What is the Worst Design or Programming Mistake You’ve Ever Made?, was received quite well, and not only did we get some great responses initially from which to build the post, but we have got some more revealing replies from our readers. Now we are at it once again, trying to help out the community, one bad experience at a time, with a little more help from our friends, of course.

Just as before, it can be beneficial to learn from mistakes made by someone else who is kind enough to share their experiences with us, only their experience in this case, is more from a critiquing eye, than from their own path. This time out, we asked our social media masses to look outward for the post, rather than looking within, to find a mistake that they see others in the design world making time and again.

This way, we can help each other correct these errors, and without the critique being focused on any one individual. Rather a general observation that only we can know if it applies to us or not. If we are guilty of committing the design sin, now we know to look for it and fix it. Sigue leyendo

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