In this issue: Designing iPhone apps—what you need to know. And converting frustrated users to loyal customers by creating and maintaining good help content.
Help content gets no respect. For one thing, it is content, and our horse-before-cart industry is only now beginning to seriously tackle content strategy. For another, we assume that our site is so usable, nobody will ever need the help content anyway. Typically, no one is in charge of the help content and no strategy exists to keep it up to date. On most sites, help content is hard to find, poorly written, blames the user, and turns a mildly frustrating experience into a lousy one. It’s time to rethink how we approach this part of our site. Done well, help content offers tremendous potential to earn customer loyalty. By learning to plan for and create useful help content, we can turn frustrated users into our company’s biggest fans.
There’s an app for that, and you’re the folks who are creating it. But should you design a web-based application, or an iPhone app? Each approach has pluses and minuses—not to mention legions of religiously rabid supporters. Apple promotes both approaches (they even gave the web a year-long head start before beginning to sell apps in the store), and the iPhone’s Safari browser supports HTML5 and CSS3 and brags a fast JavaScript engine. Yet many companies and individuals with deep web expertise choose to create iPhone apps instead of web apps that can do the same thing. Explore both approaches and learn just about everything you’ll need to know if you choose to create an iPhone app, from the lingo, to the development process, to the tricks that can smooth the path of doing business with Apple.
Every language app in your pocket inherited a teaching method built for Latin. Understanding why that happened is a more useful design lesson than anything the apps themselves can teach you.
Designers are good people. Some designs exclude people anyway. Alan Dalton offers a practical fix: accessibility personas that help you recognize problems while you're designing, not after. Homework included.
Computing was born in a Viennese café. Between 1928 and 1934, while Hitler plotted and Europe crumbled, a motley crew of mathematicians, philosophers, architects, and economists gathered weekly to puzzle out the limits of reason—and invented Computer Science in the process. What made their collaboration possible wasn't just brilliance (though they had plenty). It was amiability: the careful design of a social space where difficult people could disagree without destroying each other. Longtime Web Dev Notes contributing author Mark Bernstein mines this forgotten history for lessons that might just save today's embattled web from its worst impulses. Spoiler: it involves better coffee service and the looming threat of public humiliation.
Design systems aren't component libraries—they’re living languages. Rigid adherence to visual rules creates brittle systems that break under contextual pressure. Fluent systems bend without breaking.
Having both a Design Manager and a Lead Designer on the same team is beautiful, but can be messy. To make it work without creating confusion, overlap, or “too many cooks,” check Michel Ferreira’s Holistic Framework for Shared Design Leadership.
Building towards bedrock means sacrificing some short-term growth potential in favour of long-term stability. But the payoff is worth it: products built with a focus on bedrock will outlast and outperform their competitors, and deliver sustained value to users over time. Liam Nugent shows us how.
At a time when budgets for user experience research seem to have reached an all-time low, how do we get stakeholders and executives alike invested in this crucial discipline? Gerry Duffy walks us through how the research we conduct is much like telling a compelling story, complete with a three-act narrative structure, character development, and conflict resolution—with a happy ending for researchers and stakeholders alike.
Web Dev Notes founder and web design OG Zeldman ponders the moments of inspiration, the hours of plodding, and the ultimate mystery at the heart of a creative career.