I have 100 topics or so thus far. What topics do you suggest that UI/UX practitioners should learn a bit about in a primer?
There is also the deeper MIT's 6.813 " User Interface Design & Implementation" [4]
[1] https://drive.google.com/file/d/1qblmdoZIJQ4rYGgCPLNusEn2yWi...
[2] https://drive.google.com/file/d/1Cvco6r8a6oV3Sy89RKdIfrZCrGi...
[3] https://stellar.mit.edu/S/course/6/fa18/6.170/materials.html
I would also include a chapter on accessibility. I've been unfortunate enough to have worked with UI people who genuinely didn't give a crap about it. And they'd even get defensive about stuff around colour blindness, attempting to justify their bad choices through poorly made assumptions about the end user (see paragraph one). That's just one small part. I could rant and rave for hours about screen readers, the size of text and fonts.
I rarely see it ever mentioned in UI/UX but Copywriting has the single biggest factor in UI/UX.
The number of words you write, what you write, and information hierarchy has massive impact on page layout which then ultimately changes the design of the page.
You could be like Yahoo back in the day and have an information hierchacy literally coprywritten onto the page.
https://www.versionmuseum.com/history-of/yahoo-website
Or you could be like Google, and only have a search box.
One thing I do recall is that a menu should be +/- 7 menu items. The reasoning is that people can remember about seven things.
Default buttons (ok/cancel) should always be non-destructive. You don’t want your default button to delete a file, for instance. The reasoning is that users will hit return by default on a dialog box.
The most important thing I’ve learnt over the years is workflow. Build your UI by having actual users use it and critique it. As an example, if you’re filling a form or table in, move to the next cell/field when they hit tab or return. That’s one thing that makes an application good versus useable.
https://developer.apple.com/design/human-interface-guideline...
The Windows Interface Guidelines - A Guide for Designing Software (pdf 1995) (as @andai mentioned)
https://www.ics.uci.edu/~kobsa/courses/ICS104/course-notes/M...
User Interface Design For Programmers (as @mmmm2 mentioned)
The cable modem example is one of my favorites
https://www.joelonsoftware.com/2001/10/24/user-interface-des...
--- Topics:
Guidelines for Checkboxes
https://blog.uidrafter.com/guidelines-for-checkboxes
Radio Buttons vs Dropdowns
Start with user needs, Do less, Design with data, Do the hard work to make it simple, Iterate. Then iterate again, This is for everyone, Understand context, Build digital services, not websites, Be consistent, not uniform, Make things open: it makes things better.
- Universal Principles of Design
- The Design of Everyday Things
- Don't Make me Think
- Rocket Surgery Made Easy
- Defensive Design for the Web
- Forms that Work
It covers some foundational ideas of what makes a good interface.
Bonus Round: "100 things" series by Dr. Weinschenk and coglode.com maybe after you finish N/N.
One thing I've seen junior UI/UX people struggle with is preparing their designs to be understood by other people. That could be stakeholders, yes, but I'm thinking of the developers tasked with using them to implement the feature.
Teaching this could touch on softer communications topics: how and when to run a meeting, or give a demo, or ask for feedback. But, I'm also thinking specifically about things like annotating and redlining designs to focus engineers on the important parts, and reduce ambiguity. Also, how to write stories in (e.g.) Jira and document components in (e.g.) Figma.
Even just "how to keep a tidy design canvas, knowing other people are going to be poking around in there, and will rely on it not being a chaotic pigsty"
Another thing to think about: what skills differentiate a successful designer working in a remote, asynchronous environment, versus one working in a traditional office? In my view, it's important to spend even more time gathering clear requirements, and document everything (especially decisions, risks, questions, and so on) in a public way.
The Design of Everyday Things, Donald Norman
The Humane Interface, Jef Raskin
Everything by Edward Tufte
Jeremy Lyon gave a very good 101 explanation about the concepts and thought process:
I would think that spending time watching videos and playing with Figma would be infinitely more valuable than reading a book. Not only that, it’s funner. Read the book afterwards because by then you’ll have questions in your mind and books can help to fill those holes.
Also, Figma is completely free for students and teachers.
* Windows, Mac, iOS, Android, KDE, Gnome, etc... all have existing human interface guidelines, and those should be respected if you are making software for those platforms.
* For the web, PWAs and electron-ish apps, I'd love to see guidelines that help developers understand where you should not go: i.e. disable zoom, left-click, etc... and then jump into the usual discussion about layout, widgets and so on.
https://faculty.washington.edu/ajko/books/user-interface-sof...
http://faculty.washington.edu/ajko/books/foundations-of-info...
https://www.interaction-design.org/courses/user-experience-t...
User Interface (UI)](user-interface) + [benefits
Less about UI but really focused on what users feel and how they experience what you build.
1. https://www.amazon.com/Badass-Making-Awesome-Kathy-Sierra/dp...
https://www.amazon.com/Dont-Make-Think-Revisited-Usability/d...