[HN Gopher] Ask HN: How did you increase your UX skills?
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       Ask HN: How did you increase your UX skills?
        
       Hi HN,  as a Software-Developer, I'm looking for resources that
       could help to raise my understanding of UX design.  So a simple
       question: What helped you increase your UX skills?
        
       Author : staticBr
       Score  : 139 points
       Date   : 2022-07-19 05:48 UTC (1 days ago)
        
       | onion2k wrote:
       | _What helped you increase your UX skills?_
       | 
       | I started caring about users. I decided that I _genuinely_ want
       | them to enjoy using what I build - not in a  "hey that's cool" or
       | "ooo that's beautiful" way, but in a "wow, doing that sucky task
       | I have to do every day is a bit less sucky now" way. I put effort
       | in to solving hard problems so I can make users lives a bit
       | easier. It turns out that thinking this way also makes my job
       | more fun.
        
         | matwood wrote:
         | This is what I was going to say, but even simpler...give a shit
         | how the UI/UX works and looks. That means thinking about the
         | details and how something is really used.
        
       | z3t4 wrote:
       | Getting feedback from users... And looking at statistics (what
       | they don't tell you will show up in quantity analysis)
        
       | lifeplusplus wrote:
       | My story/Ted-talk on how I a dev learned design:
       | 
       | 1. I downloaded photoshop
       | 
       | 2. Opened it
       | 
       | 3. It was white page
       | 
       | 4. I drew a red box
       | 
       | 5. Stared at it (was it good? was it bad?)
       | 
       | 6. Looked at other sites and tried recreating them
       | 
       | 7. Eventually I learned how to use photoshop but I still didn't
       | get what made things look good, I just knew X looked better than
       | Y???
       | 
       | 8. I started to learn graphic design.
       | 
       | 9. I learned lot of design principles, art functions, colors,
       | reptition, texture, ... yet it still didn't click.
       | 
       | 10. Gave up but got interested in digital painting timelapse
       | videos, where authors would go over why they are doing what they
       | are doing.
       | 
       | 11. I had epiphany!! Everything in design should have purpose.
       | Every thing that's visible or not should have a purpose, a
       | feeling, a message. Everything should be intentional.
       | Participated in lots of competitions and overtime honed visual
       | skills.
       | 
       | 12. Ok now I could design beautiful stuff but what to put again,
       | I can make it pretty but what should be the content. Introducing
       | UX research.
       | 
       | 13. Turns out you should do some research and gather some details
       | on what you want on the page. Who are you building for, what do
       | they want to see or do, what do you want to show/sell/convey.
       | 
       | Summary of few rules:
       | 
       | - Elements of design: Line, Shape, Color, Texture, Pattern,
       | Negative Space, Mass, Contrast, Proportion, Proximity, Spacing,
       | Balance, Photography, Positioning, Variety/Richness, Consistency,
       | Movement, Rhythm, Tone Of message, Theme, Typography.. you
       | manipulate these to do rest of things.
       | 
       | - Things together are seen as one, things same color are seen as
       | together, and vice versa.
       | 
       | - Contrast makes things stand out, contrast can be achieved by
       | altering color, size, spacing, arrows.
       | 
       | - Colors give feeling (excited, calm, stability), there are color
       | pairs that go together well. Blue/orange, white/red... There can
       | be pairs of 2,3,4 or 5 colors. Some colors don't go well together
       | ie. blue/red. Cue human biology.
       | 
       | - Fonts are either serif or non-serif. No point in memorizing all
       | fonts, just browse good font pairs. Usually different fonts for
       | heading and paragraph makes the contrast easy to achieve. Again
       | different fonts for different purposes like colors: think happy
       | birthday font vs lawyer office logo.
       | 
       | - Best navigation patterns are which are common, not new ones.
       | 
       | - Anything that is inconsistent should be intentional or it leads
       | to confusion. ie. differing space between buttons, random font
       | sizes, different shades of colors, etc.
       | 
       | - Use inspirations liberally and then pick what you feel will
       | work for your project, I use dribbble.
       | 
       | - Colors next to each other look different then alone or other
       | colors. Brain automatically fills up few things. Think about
       | optical illusions where one side of box looks brighter or a dress
       | looks like its different color but both are the same color, but
       | due to their proximity to other colors make brain interpret them
       | different.
       | 
       | - keep in mind how colors work in nature, there is blue ambient
       | color everywhere even in shadows, sun is at top and that affects
       | how we see shadows and see things with shadows having depth.
       | 
       | There is somewhat standardized method to do research, I tried
       | documenting all artifacts that a UX designer working in corporate
       | would produce:
       | 
       | -Define Target Segment
       | 
       | -User segment matrix (access, value)
       | 
       | -Observe/Talk/Analyze Figure out how things are
       | 
       | -Find out possible paint points
       | 
       | -Experience Map / Journey map
       | 
       | -Empathy map
       | 
       | -SWOT analysis
       | 
       | -Competitive Analysis Features
       | 
       | -Stakeholder Mapping
       | 
       | -Analyze and Pick Pain Point
       | 
       | -WHAT WHO WHERE WHEN
       | 
       | -FIVE WHYS
       | 
       | -Crazy 8
       | 
       | -Affinity Diagramming
       | 
       | -Group Critique
       | 
       | -Scenario Mapping
       | 
       | -Solution Generation
       | 
       | -HMW
       | 
       | -Storyboarding ideas picked from crazy 8
       | 
       | -Solo critique
       | 
       | -Group critique
       | 
       | -Business Model canvas
       | 
       | -Value proposition canvas
       | 
       | -Pick Solution
       | 
       | -Feasibility vs Impact Chart
       | 
       | -User Persona
       | 
       | -Solution Creation
       | 
       | -Use Cases / User story (as a user..)
       | 
       | -Feature Brainstorming
       | 
       | -Must/Could/Should/Wont have
       | 
       | -User Journey
       | 
       | -User Flow
       | 
       | -Card sorting
       | 
       | -Wireframes
       | 
       | -Moodboards
       | 
       | -Brief (goals, criteria, spec, etc)
       | 
       | -MVP
       | 
       | -A/B
        
       | tuyenhx wrote:
       | You dont have to read a lot of books about this topic.
       | 
       | In my exp, I tried a lot of software, then remember what make me
       | happy when using.
       | 
       | Apply these designs in practice. Watch other people using, and
       | improve. Then do the loop.
       | 
       | Then if you have time, read books later. Practice make more
       | sense.
        
         | wmeredith wrote:
         | > Watch other people using, and improve.
         | 
         | This is the critical bit. Build-what-you-like only gets you so
         | far.
        
       | carapace wrote:
       | Read "Humane Interface" by Jef Raskin.
       | 
       | https://en.wikipedia.org/wiki/The_Humane_Interface
       | 
       | https://archive.org/details/humaneinterfacen00rask
        
       | acarabott wrote:
       | You don't need to build a product in order to user test. You can
       | take an existing product, watch a totally new user use it for the
       | first time, and learn a huge amount.
       | 
       | I suggest doing this for a type of software that you know really
       | well, as you'll be more surprised by your own assumptions.
        
       | donohoe wrote:
       | Honestly, I'd work in customer service. I learned so so so much
       | from interacting with real people.
       | 
       | Waaaay-back, I got my start ay The New York Times as a customer
       | service rep (2003?) for the website. I walked people through
       | password resets, duplicate crossword subscriptions,
       | cancellations, and even helping them search for articles. Lots of
       | random interactions.
       | 
       | It opened my eyes to the ways that UX helps and hinders people,
       | and sends too easily them in the wrong direction.
       | 
       | That to me was the best and biggest starting point in UX design;
       | the first-hand perspectives of others, and empathy.
       | 
       | The rest can follow after that.
        
         | whitepoplar wrote:
         | Cool! I'd _love_ to know the things you 've learned after
         | dealing with real people. Can you share some with us?
        
       | zichy wrote:
       | Question yourself every step of the way if you are creating
       | barriers for anyone.
       | 
       | To get your started, I recommend this short summary about
       | universal design, inclusive design, and accessibility:
       | 
       | https://sayyeah.com/digital-insights/universal-design-access...
        
       | tahseen_kakar wrote:
       | I think the best way to increase your user experience skills is
       | to be comfortable using design patterns. By learning how to use
       | them, you will be able to create a consistent experience for your
       | users, which can make a big difference in their overall
       | satisfaction.
       | 
       | Another thing that helped me was studying designers who inspire
       | me. Just looking at their work and seeing what they've done gave
       | me ideas for new features and ways of improving my own designs.
       | 
       | I also invested in my education by taking classes and seminars
       | about UX design. By doing this, I learned more about industry
       | best practices and how other people were solving problems similar
       | to those I encountered at work.
       | 
       | Deciding on your concentration was an important part of my
       | education because it helped me focus on what kind of designer I
       | wanted to become--web UI designer or UX researcher? Once I knew
       | what type of designer I wanted to be, it helped me set goals for
       | myself that would help me achieve my dream career goal (e.g., get
       | hired by Google).
       | 
       | Implementing your learning is very important as well because if
       | you don't practice daily then nothing will change! So, after
       | reading articles about UX design patterns and techniques on
        
         | staticBr wrote:
         | @tahseen_kakar: Thanks for the reply! Are there any classes /
         | seminars you can recommend?
        
       | SkyLemon wrote:
       | I usually recommend the following to people I work with:
       | 
       | Practice, but also in all aspects of life, UX - User experience,
       | is not limited to only the realm of computer interface.
       | 
       | Learn to paper prototype, by hand, no computer, no rulers, it's
       | not meant to look pretty, at lest not at first (graphing paper is
       | recommended).
       | 
       | Read Norman's design principles
       | (https://www.educative.io/answers/what-are-normans-design-
       | pri...). Why because they are short and concise, and a good
       | starting point, but not necessarily the be all and end all.
       | (First learn the rules, understand the rules and why they exist,
       | then if needed break them.)
       | 
       | Then look at everything in to world, everything at one point had
       | to be designed. Ask yourself what was the reason. Why did
       | something get build they way it did. Read up on general design
       | and look into intent of why something was/is done a certain way.
       | 
       | Why are milk and eggs at the back of a store? Why are they
       | together? Look at every door handle, why is it the way it is,
       | what does it communicate? Sidewalks, roads, crossing, traffic
       | lights, color usage, shapes, position orientation. Look at
       | everything around you and work out why it is the way it is.
       | 
       | Once you catch yourself doing this subconsciously, look at
       | graphic design, ads, magazines, chose your own adventure books.
       | (Slightly off topic but a good radio series:
       | https://www.cbc.ca/radio/undertheinfluence)
       | 
       | In the end keep in mind, that a lot of design is a response to a
       | need, Sometime bad design is needed, bad design forms a
       | presentence, and unless you are willing to retrain every user,
       | you likely have to follow it... think Qwerty keyboards.
       | 
       | Good luck!
        
         | sumtechguy wrote:
         | Also keep in mind what each step is doing. Is it clear what to
         | do? What will happen next? Why am I filling out this form
         | (again)? Above all _use_ your GUI. Use it yourself. Pretend you
         | know nothing of the space and is it clear what is going on?
         | Grab someone and have them use it, do not walk them through it.
         | Can they get through it without help? Are they getting stuck?
         | One that has been bugging me for a few years now. If you have
         | something that is required. Make sure it is marked. Make sure
         | if they hit next you do not clear out the whole form.
        
       | sonofhans wrote:
       | Ooh, I've been doing nothing but this for 30 years. There's other
       | good advice in this thread, but my main advice is to pay close
       | attention to people. UX is just applied psychology. If you
       | understand humans well enough then you can create good solutions
       | for them. It's not surprising -- you won't create a good cat toy
       | if you don't understand cats.
       | 
       | 1. Keep learning how humans use software. This is rooted in our
       | physiology, psychology, and culture. It's remarkably sticky
       | across different contexts, and it's learnable. Watch people using
       | software; get them to talk about what they're doing. You can do
       | this in a lightweight way with coworkers -- "Will you show me how
       | you do X?" Then pay close attention and ask questions.
       | 
       | 2. Prioritize task context and workflow. For the most part, UI
       | design is not nearly as important as workflow. How does a user
       | get from where they are to a solution? Whatever solution you
       | design must meet the user where they are, where they have the
       | problem. So be very sensitive to user context -- as you watch
       | people use software, pay attention to where they start, and what
       | expectations they bring with them.
       | 
       | 3. Document and maintain concrete goals for all design work.
       | Before you design, write down a small list of goals in the user's
       | own language. "User stories," we often call these. As you work,
       | keep going back to that list to make sure that you're staying
       | focused on what users really need, rather than what you think is
       | cool. As you use new software, try to reverse engineer this list
       | of goals -- "What were the designers thinking? What did they
       | expect me to do here?"
       | 
       | 4. Check your ego, and learn to love being wrong. Put unfinished
       | work in front of people. Cheerfully accept all feedback without
       | explaining or defending. Always expect that your design solutions
       | are not good enough, and can only be improved by testing them
       | with real humans. You are not your user; you must position
       | yourself to be surprised by them, and to react well to that
       | surprise.
        
         | mmcdermott wrote:
         | There are days where I would (somewhat tongue in cheek) say
         | that UX is more anthropology than psychology.
        
           | Wistar wrote:
           | At Microsoft, I can recall several UX/UI user studies that
           | were conducted by two anthropologists. Although I don't
           | recall exactly the studies, I know they had to do with future
           | UI/UX concepts.
        
           | sonofhans wrote:
           | Fucking feels like that sometimes, eh? :D You're right,
           | though! The high end of this is something we rarely approach
           | in software -- an observer with a clipboard, sitting in a
           | duck blind in someone's living room for a week, watching them
           | watch TV.
           | 
           | If you do this right you know your users better than they
           | know themselves. I used to think that was a bullshit turn of
           | phrase, but now I believe it completely. I frequently notice
           | things about people and their work that they've never noticed
           | before. There's a real skill to "close observation from a
           | distance."
        
         | mattferderer wrote:
         | 1 & 4 go together very well. The biggest mistake I have
         | witnessed, is a person putting work into a design until they
         | thought it was "perfect/finished/happy with it" & were ready to
         | show off.
         | 
         | They're going in expecting people to tell them how good their
         | UX is, even if they won't admit it. As soon as someone
         | struggles with it, you can see the original designer getting
         | defensive or suggesting to the person testing to try it the way
         | the designer intended.
         | 
         | I think a tool like Microsoft Excel is a great thought process
         | for UX. I'm not saying it's perfect. But you have a product
         | with such a wide audience experience range. You want it to be
         | simple enough to get started with no experience & think of
         | yourself as proficient enough to throw on your resume. Yet you
         | also want advanced users to be able to improve their
         | productivity with slightly hidden UX.
        
         | btbuildem wrote:
         | Context and workflow, 1000x
        
           | [deleted]
        
         | sneusse wrote:
         | This. Well, minus point 3 or include the user feedback in your
         | goals. Also keep in mind that most people cannot articulate
         | what they really want but most of the time they will complain
         | about a bad solution.
         | 
         | Also try to mimic the other applications your clients are using
         | regularly - even when the UX is bad. It's easier for them to
         | remember one broken workflow than multiple.
        
         | stayux wrote:
         | A little aside. In early 2000, the problem was how to introduce
         | and educate businesses about UCD and UX design processes.
         | Nowadays, in my personal view, we have to balance all the UX/UI
         | trends/principles/research with business goals more. Starting
         | with well-defined set of product requirements and KPIs and
         | "keeping it in focus" is essential.
        
         | adam_ellsworth wrote:
         | Great context! Do you have any books you can recommend to
         | become better at thinking/working in these ways?
        
           | sonofhans wrote:
           | "The Design of Everyday Things" by Don Norman is excellent;
           | he originally called it "The Psychology of Everyday Things,"
           | but it kept getting misshelved. "Don't Make Me Think" by
           | Steve Krug is also very good. Neither of these is a
           | specialist's tome.
           | 
           | "Mental Models" by Indi Young is good, one level deeper,
           | mostly about humans. "About Face" by Alan Cooper is very
           | thorough on the practitioner side, more of a college
           | textbook, with lots of examples and pedagogy.
        
             | niccl wrote:
             | Also look at Nielsen Norman Group
             | (https://www.nngroup.com). The 'Norman' is the Don Norman
             | who wrote the book, and NNG have a bunch of research that
             | you can look at.
        
         | steve_adams_86 wrote:
         | This is great. Everything I could think of and more.
         | 
         | All of my years dealing with UX, the best work I've done has
         | been when I think less of what I believe, what I want, what I
         | think is right; it's not about that. It's entirely about the
         | people you're building for. They aren't users, they aren't
         | UUIDs in a database, they're human beings.
         | 
         | I started my career fairly sure that I knew what I was doing
         | and I knew how to solve problems. I was totally incorrect.
         | People solve the problem for you, but you have to watch and
         | listen. You can fill in gaps and use intuition here and there,
         | but for the most part, you're working in the interest of the
         | people you build for. They aren't using what you build in the
         | interest of proving your sensibilities.
        
           | sonofhans wrote:
           | > People solve the problem for you, but you have to watch and
           | listen.
           | 
           | I love this. It reminds me of my favorite saying about
           | design: "People don't design ships. The ocean designs ships."
           | 
           | At work I try always to say "human" rather than "user," for
           | just the reasons you state. Like you, I think I've done my
           | best work when I've been able to remove myself from the
           | equation. It's one reason I like building software that I'll
           | never use myself -- it keeps reminding me that I'm not my
           | customer.
        
       | blackRust wrote:
       | Personally, I found this book very useful and straightforward. It
       | is written by the creators of Tailwind CSS.
       | 
       | https://www.refactoringui.com
        
       | vladstudio wrote:
       | Lots of great comments here. I'd like to add something
       | unexpected: story-telling (or, creative writing).
       | 
       | An interface is a story. Even better, an interactive story.
       | 
       | P.S. I also found that it helps a lot if you read the copy aloud
       | when designing it.
        
       | game_the0ry wrote:
       | Call me stupid, but I just pick a really good css framework and
       | either try to copy and / or learn from it.
       | 
       | Tech companies with great engineers and designers have given away
       | these for free. I try to stand on their shoulders.
        
       | jaredlt wrote:
       | I loved the book Don't Make Me Think by Steve Krug
       | 
       | Sort, simple and insightful.
       | 
       | https://sensible.com/dont-make-me-think/
        
       | occz wrote:
       | UX is merely the functional side of designing things, and the
       | best resources to help me understand that has been:
       | 
       | - The book The Design of Everyday Things - The podcast 99%
       | Invisible
        
       | jrockway wrote:
       | This is not great advice, but I try to make sure I only write
       | software that I use. That way if something is painful to me, I
       | know people that didn't write the code have no chance of being
       | able to use it, so it has to change.
       | 
       | Certainly, in a software engineer's career, you'll often be asked
       | to make things that are not directly useful to you. Force
       | yourself to use them anyway, or you miss that valuable path of
       | getting feedback -- "do I even like it?" If you made it and you
       | don't like it, it's probably not good.
       | 
       | I think this, in general, does yield pretty good results. I think
       | software engineers have much better work tools than other
       | engineers (Emacs is a lot nicer than Solidworks), and that's
       | because you use the tools you make to develop the tools you're
       | making, and get a lot of experience in what it's like to be a
       | user.
        
       | mcjiggerlog wrote:
       | Honestly, like with most skills, practice. Build lots of
       | interfaces and complex interactions and you will get better at it
       | over time.
        
       | swyx wrote:
       | study and compile every bit of advice that people hand out and
       | make it easy to retrieve on demand:
       | 
       | https://github.com/sw-yx/spark-joy
        
       | stephencoyner wrote:
       | There's many things you can do outside of work that others have
       | suggested.
       | 
       | In terms of making your UX skills better, try doing some UX work
       | and ensure you have a complete story.
       | 
       | Share a crisp problem you're solving that's focused in scope.
       | Share an audit of similar experiences that inspired you (they
       | shouldn't just be competitors). Share insights that you gained
       | from that audit.
       | 
       | Then after all of this, share your mock-ups and reinforce them
       | with how and why you landed there.
       | 
       | Overtime, you will start to get really good at thinking of
       | parallel experiences that will inspire your work.
       | 
       | As a designer, I've found all teams to be really receptive to
       | this process (especially eng that can review those audited
       | experiences and agree or disagree with your points).
       | 
       | Edit: this should be obvious, but talk to your users as often as
       | you can and always ask why to get to the heart of their points
        
       | layer8 wrote:
       | In addition to what others have already mentioned, a lot can be
       | learned from the old(!) Windows and OS X user interface design
       | guidelines:
       | 
       | https://docs.microsoft.com/en-us/windows/win32/uxguide/guide...
       | 
       | https://apple.stackexchange.com/a/189487
        
         | GuB-42 wrote:
         | For me, Windows 7 is the peak in terms of UI/UX. It has been
         | refined over many years, and it was close to perfect, so much
         | that between later versions, nothing changed much. In Windows
         | 7, changes were mostly cosmetic, taking advantage of modern
         | graphics hardware and it was good. So it is certainly a good
         | guide.
         | 
         | Windows 8 broke everything and we still havent recovered. I
         | blame mobile devices, as designers now try to offer a similar
         | experience on mobile and desktop devices, which is a good
         | thing, except it is almost impossible to do well.
         | 
         | I don't know much about the Apple ecosystem, I am sure it is
         | great, but did they survive the mobile apocalypse and managed
         | not to mess things up?
        
       | spaetzleesser wrote:
       | I am not a UX guy but I feel a lot of them could benefit from
       | trying to understand their users and what the tool is actually
       | used for. I feel a lot of them have a "I know better" attitude
       | and don't respect their users.
        
       | windows2020 wrote:
       | I believe most concepts, like UX, can be broken down into
       | multiple pieces, each of which can be described on a spectrum.
       | 
       | On the right side, we may find:                 * consistency
       | * metaphorical       * discoverability       * ease of access
       | * attention to detail
       | 
       | On the left side, we'd find the opposite.
       | 
       | Where to be on the spectrum depends on context. For example, a
       | sales page need not be as concerned with consistency as an
       | application.
       | 
       | Being conscious of the existence of these concepts is key.
       | Example: what does '...' mean in many applications? If you don't
       | know, did you subconsciously?
       | 
       | And don't forget, design is partially subjective, however, a
       | decision may be objectively inconsistent, un-metaphorical, etc.
        
       | bitwize wrote:
       | Trying ideas out with an expert in the field. Listening to their
       | criticism. When they, or someone else, is confused by the
       | operation of my work, understand that it could be a UI fail and
       | make efforts to make clearer the communication between
       | application and user. Above all else -- practice.
       | 
       | Being a good UI designer is like being a good writer -- your job
       | is to communicate all that your audience needs to know, without
       | overwhelming, confusing, or distracting them. A balance needs to
       | be struck. What, in any given moment, does the user need to know?
       | How do you arrange that information so that it's clear? How do
       | you present the different choices to proceed to the user? It
       | really boils down to, if the user knows at a glance what the
       | situation is and what they can do next, you'll be fine.
        
       | freedomben wrote:
       | The best thing I ever did was just sit and watch people use my
       | software. You can get very deep into theory and psychology, and
       | that stuff is fun and useful, but at the end of the day I got
       | learned more ROI on my time from watching people use my software
       | than anything else I did. Ideally, you're just a fly on the wall,
       | but even if you aren't it's still a useful data source.
        
       | orthecreedence wrote:
       | > What helped you increase your UX skills?
       | 
       | Disclosure: not a professional designer/UX person but have
       | learned a lot over the years.
       | 
       | Honestly, building things that were terrible (not on purpose) and
       | going back later and trying to pick apart what I did wrong. User
       | feedback is really important here. Things like "how do I do..."
       | or "where is the button to..." are signals that your UX needs
       | improvement. I think it's useful to be able to look at your work
       | with a critical eye. Of course, if you have the ability, show the
       | things you build to a designer and ask them for honest critique.
       | 
       | Put yourself into the shoes of a user and work backwards from
       | there. When I first started doing UI/UX, I put myself in the
       | shoes of a programmer and worked towards the design. This will
       | not ever work. Come at it from the perspective of "if I were to
       | use this app, what are the most useful features and how do I
       | access them?" Work backwards from there and have your UI/UX
       | inform your architecture. Not the other way around.
       | 
       | Also, one thing that has helped me is to not get too wrapped up
       | in design trends. It's a distraction from developing a solid
       | foundation. You can have a great UX that people like without
       | having to do the LATEST thing.
       | 
       | One last thing: it can be good UX without being beautiful. To me,
       | UX is about discovery: can people figure out how to use it
       | without consulting the manual? If so, it's good UX. The design
       | might be trashy and look 90s but that's less important than
       | having something people are comfortable using.
        
       | stayux wrote:
       | Start with the fundamentals. I have published on my blog
       | introduction series of articles for beginners (don't subscribe,
       | it is not necessary).
       | 
       | https://stayux.substack.com/s/ux-design
       | 
       | UX is a deep topic. But from software-developer perspective you
       | must cover the basics (if you choose so).
       | 
       | My book recommendation list: Laws of UX: Using Psychology to
       | Design Better Products & Services
       | 
       | https://www.amazon.com/Laws-UX-Psychology-Products-Services/...
       | 
       | Think First: My No-Nonsense Approach to Creating Successful
       | Products, Memorable User Experiences + Very Happy Customers
       | 
       | https://www.amazon.com/Think-First-No-Nonsense-Successful-Ex...
       | 
       | About Face: The Essentials of Interaction Design
       | 
       | https://www.amazon.com/About-Face-Essentials-Interaction-Des...
       | 
       | I hope this helps, good luck:)
        
       | rad_gruchalski wrote:
       | When I worked for a company selling aircraft spares, I was
       | talking to my users every day. Everyone: from MD, though the call
       | center, all the way to the warehouse.
       | 
       | Seeing how they want to work and listening to what issues they
       | had helped me "get into their shoes", thus make the software work
       | the way they wanted it to work.
        
       | kareemm wrote:
       | Some light theory and heavy practice is the best way to improve.
       | Credentials: been doing UX work for 25 years and I run
       | https://www.TrialToPaid.com where I'm well paid to improve UX to
       | grow trial conversion revenue.
       | 
       | Here are three steps you can take:
       | 
       | 1. Read Don't Make Me Think by Steve Krug, User Interface Design
       | for Programmers by Joel Spolsky, Refactoring UI, and (optionally)
       | The Design of Everyday Things (this will get you paying attention
       | to UX and UI in the real world). The core principal of good UX is
       | Spolsky's maxim: "A user interface is well-designed when the
       | program behaves exactly how the user thought it would."
       | 
       | 2. After reading, go do 10 hallway usability tests on an
       | interface you know well.
       | 
       | 3. Then redesign the interface using the principles from #1 and
       | run usability tests on that. Later, rinse, repeat.
       | 
       | The main idea here is:
       | 
       | 1. Get some decent grounding
       | 
       | 2. Learn from where users stumble over an interface
       | 
       | 3. Try and improve the interface
       | 
       | 4. Get feedback on your improvements (did they help? what other
       | problems did they cause?)
        
         | shockleyje wrote:
         | Your site is down buddy
        
           | xupybd wrote:
           | Yeah it's not a great user experience currently. I think the
           | problem is a typo. There is a website without the www that
           | works.
           | 
           | http://trialtopaid.com
           | 
           | It's an instant redirect to another domain.
        
         | asdjfhjlaksdhf wrote:
         | links broke
        
       | hoofhearted wrote:
       | https://tailwindui.com/components
        
       | pramodbiligiri wrote:
       | It partly depends on where your skills are at, currently.
       | "Refactoring UI" (the book and their videos) turned out to be a
       | great resource for me when I read it. "Don't Make Me Think" as
       | well.
       | 
       | A couple of the recent older threads on this:
       | https://news.ycombinator.com/item?id=29428533 and
       | https://news.ycombinator.com/item?id=26932020
        
       | will5421 wrote:
       | Make something, then forget about it until you need to use it.
       | Forgetting is the important part.
        
       | ChrisMarshallNY wrote:
       | I consider usability to be a critical component of "UX."
       | 
       | I started by reading _The Design of Everyday Things_. It 's a
       | book that changed my life. There was just a thread, hereabouts,
       | about the book[0].
       | 
       | I also took a few classes with the company that Don Norman co-
       | owns (NNG)[1]. These are useful, but not a "philosopher's stone."
       | They tend to push user group testing a lot, and I'm not a huge
       | fan of UG testing.
       | 
       | I tend to lean on the platform standards, a lot. As I develop
       | Apple software, that's easy. Apple has a very heavy-duty
       | tradition of UI[2]. It's not perfect, but I keep on tossing out
       | my fancy custom UI, in favor of the built-in UI.
       | 
       | They did a hell of a lot of work, so I don't have to. I usually
       | regret "taking the road less traveled by."[3]
       | 
       | I strongly suggest getting familiar with the built-in UI for
       | whichever platform/industry you are working with. Look at ISO
       | icons[4].
       | 
       | Being "unique" is not always a good thing.
       | 
       | [0] https://news.ycombinator.com/item?id=32135115
       | 
       | [1] https://www.nngroup.com
       | 
       | [2] https://developer.apple.com/design/human-interface-
       | guideline...
       | 
       | [3] https://littlegreenviper.com/miscellany/the-road-most-
       | travel...
       | 
       | [4] https://www.iso.org/obp/ui/#search
        
         | NKosmatos wrote:
         | Came here to recommend the NN group. Plenty of free resources,
         | guides and studies from the "godfathers" of UI/UX design :-)
        
       | hyperman1 wrote:
       | Give your program to a real user. Ask them to do a task. Shut up,
       | look, and watch 'm squirm. Keep up for an hour. If you start
       | assuming this particular user must be braindead and failed basic
       | logic, repeat with a new real user until the lesson sinks in.
       | Realize your crystal-clear design has in fact plenty of holes,
       | and user will curse your name if you release now. Bang head
       | against wall for therapeutic value (your head, not theirs).
       | Congrats, you're now an UX expert.
       | 
       | I did it once. Turned out my understanding of the real core
       | problem was deeply flawed.
       | 
       | UPDATE: Maybe interesting to give some details of this. I was
       | developing a program everybody called the calendar. Basically
       | there's a list of people, and they need to have a timeslot each
       | somewhere in the next year. Customer was the people who scheduled
       | these time slots.
       | 
       | First version of the calendar app was ... a calendar. Columns
       | monday tuesday wednesday ..., rows with hours and minutes. Drag a
       | person on top of it and presto. You know the drill.
       | 
       | Testing with users revealed something was off. No user could
       | really tell what was wrong, it looked exactly as they had asked,
       | but everybody agreed this was not it.
       | 
       | Somehow, the better design dawned: Even if they called it a
       | calender, they wanted a task list. Not the date/time aspect but
       | the person aspect was central and required most screen estate.
       | They needed to be able to select the right people in the right
       | order, giving priority to some people but also being sure nobody
       | was forgotten. Date/time selection could generally be automated
       | or needed a simple text field so they could quickly type it in.
       | 
       | The redesign took about a day. All the business logic and most of
       | the UI widgets could be recycled. Just had to add a dumb list
       | with checkboxes. Nevertheless, it looked completely different
       | when finished, with widgets moved between pages and resized as
       | their importance grew or shrunk. I kept a calendar widget in
       | there out of some kind of residual guilt, but it was almost
       | completely ignored.
        
         | mgkimsal wrote:
         | > Realize your crystal-clear design has in fact plenty of
         | holes, and user will curse your name if you release now
         | 
         | If you're a designer working with some web folks... don't be
         | too proud to take their feedback as well. I've lost count of
         | how many times I was given a set of mockups that were
         | confusing. When I raised the point of "this is confusing to me
         | - I don't understand X"... _sometimes_ it 's taken to heart and
         | we converse and iterate. _Sometimes_ it 's not, and I'm pushed
         | to "just do it like this", which _almost_ always leads to ... a
         | big delay in getting the exact same  "this is confusing"
         | feedback from people weeks or months later.
         | 
         | To be fair, this hasn't happened to me _as much_ in the last...
         | 3-5 years. And there are times I really _do not know_ the
         | domain very well. What 's confusing to me is 'industry
         | standard' (labels/names/workflow/etc) - sometimes there's even
         | regulatory reasons for doing things a certain way. I learn from
         | that.
         | 
         | The other side of that is... I've worked on systems for
         | 6-12-18+ months, and know how the system is currently providing
         | value. "Designer X" coming in and making radical changes
         | without any ability to give them feedback - at any stage of the
         | game - is just really bad.
         | 
         | If someone has more experience in X, and tells you "this is
         | confusing/wrong", they _might_ just be correct, and everyone
         | can save a lot of time by addressing the confusion earlier
         | rather than later.
         | 
         | > Even if they called it a calender, they wanted a task list.
         | 
         | I've hit this exact one a few times, from both angles. Wanting
         | a task list, but calling it 'calendar', and wanting a calendar
         | view, but using "schedule". Takes some digging and sometimes
         | side by side comparisons of 2 or 3 different visualizations,
         | but eventually we get there :)
        
         | hyperman1 wrote:
         | Maybe another fun example: Data entry. The state has some
         | official paper form, people want to type it in the computer. So
         | I created a page with fields in a reasonable order: First
         | identification, then contact info, then the different aspects
         | forming the purpose of the form.
         | 
         | One day, I manage to acquire an actual form as provided by the
         | state. It turns out to be organically grown and the resulting
         | field order made no sense at all. The first field was a phone
         | number, for some reason. Name and surname were actually on 2
         | different pages, with lots of stuff in between. No idea how it
         | got so messed up.
         | 
         | So I ordered the fields in my form in the same bad order as the
         | state form. Users loved it. The could just tab-tab-tab quickly
         | fill it in.
        
         | [deleted]
        
       | zafka wrote:
       | I think all developers hardware and software should read "Design
       | for Everyday Living" <SP> https://www.amazon.com/Design-Everyday-
       | Things-Revised-Expand...
        
         | feral wrote:
         | Zafka seems to be recommending "The Design of Everyday Things"
         | here, from that link which appears mangled to me. (looks like
         | there are many books with similar names!)
        
           | palmm wrote:
           | https://en.wikipedia.org/wiki/The_Design_of_Everyday_Things
           | 
           | The Design of Everyday Things by Don Norman
        
       | jasfi wrote:
       | Good tools help a lot, by that I mean frameworks and libraries,
       | e.g. for CSS.
        
       | cpursley wrote:
       | I've gotten a lot of mileage out of following Victor Ponamariov:
       | 
       | - https://user-interface.io
       | 
       | - https://hundred.user-interface.io <- this is especially good
       | 
       | - https://twitter.com/vponamariov <- he often has great threads
        
       | interleave wrote:
       | In the past 2 years I learned to conduct and analyse in-depth
       | interviews in the health-care sector.
       | 
       | My goal was 100 interviews. To get a hang of it. I finished my
       | 300th interview recently.
       | 
       | For me, as a software developer, there is nothing harder and more
       | valuable than those conversations.
        
       | labratmatt wrote:
       | Tell yourself and others that you're and empath and that you're
       | human-centered. Seek out like minds and converse with them about
       | interfaces. Do it lots - for years.
        
       | throwaway0asd wrote:
       | I learned CSS working email before and after the release of IE7.
       | IE7 had a completely different box model than IE6 and email is
       | incredibly primitive and unforgiving. Webmail is even worse.
       | 
       | I learned JavaScript when I was involuntarily reassigned from a
       | design job to a developer job. I just had to figure it out. I
       | learned to write code in an imperative functional way because I
       | didn't have prior bad practices and I didn't want a bunch of
       | vanity decoration.
       | 
       | Lately I have been maintaining an OS GUI in the browser. It
       | turned out to be easier and faster without a framework. Less is
       | more when there are many moving parts and competing concerns.
       | What helped me the most with this is good test automation against
       | user events in the browser. I was able to write my own tool to do
       | this and so long as the page was served from localhost I didn't
       | have to mess with the complexities of CDP.
        
       | efortis wrote:
       | For business apps, make an effort to become a domain expert and
       | user/operator on their subject and focus on making UIs easy to
       | use, as opposed to easy learn and difficult to use.
       | 
       | "...if we were focused on making everything easy to learn, rather
       | than easy to use, we would all be riding tricycles. The bicycle
       | is harder to learn to ride, but much more powerful."
       | 
       | - Douglas Engelbart
        
       | eternityforest wrote:
       | I try to think UI-first. When I start a project it's not "How do
       | I implement this functionality" it's "How do I make this UI".
       | 
       | UX is a lot deeper than where the buttons go, it's about
       | workflow, and architectural decisions can constrain UI. Using a
       | UNIXy suite type model? You might have trouble editing an earlier
       | decision without undoing all work after that, unless you are very
       | careful.
       | 
       | Some architectures might make auto discovery and drop boxes hard
       | and users will need to type IP addresses themselves. I'm
       | convinced a top notch UI has to be a goal from the start, or it
       | will take twice the work.
       | 
       | Good UX means the actual functionality is designed based on the
       | psychology of the users, not the logic of the task. An undo
       | button is worth more than beautiful code. 2 redundant buttons
       | that do almost the same thing, that could just as well be done by
       | manually entering parameters, is fine if that's what users want
       | and it will save time and stop mistakes.
       | 
       | You're not modeling a task, you're modeling how a user does a
       | task.
       | 
       | Next up, white space. It really is important. Packing 200k things
       | on screen will annoy everyone. Modern UI design might disappoint
       | some in terms of aesthetics, many people hate the ultraminimal
       | look, but the layout is pretty good and paying attention to how
       | everyone else does it makes sense.
       | 
       | When was the last time you needed a manual or google to use an
       | Android app? Almost never for me, because they are self
       | documenting and things just work.
        
         | r_hoods_ghost wrote:
         | Packing 200k things on screen will annoy everyone... except
         | power users (not literally 200k things obviously).
         | 
         | If you're building a specialist, usually business, application
         | then often all the users will be power users fairly quickly,
         | because they will spend all day every day in your application.
         | In this case their priority will be doing things quickly and
         | accurately, and having all the information they need available
         | when they need it. My priority as a UX designer in this
         | instance (or my priority as a designer herder these days)
         | should be enabling them to do this, and not making stuff look
         | pretty and well spaced in the first instance. This will often
         | involve cramming lots of information and icons into a small
         | space and minimising white space, and will sometimes involve
         | making an application hard to use for newcomers. And that's
         | fine! If it is a bit of software that someone is going to be
         | using 40 hours a week for the next 10 years then the priority
         | is the user who already knows the system, and not the user who
         | is learning the system. Although you need to ensure that the
         | system is actually learnable, which is largely about
         | consistency, documentation (gasp!) and tutorials, and surfacing
         | the most frequently performed actions.
         | 
         | I just went through a battle with a UI designer who wanted to
         | break up an existing interface used in a marking tool into
         | several screens because the current UI was hugely cluttered
         | (which it is) and intimidating (yep, looks scary) and hard to
         | learn (actually not, onboarding of a new user takes about 30
         | minutes. 25 of which is them following a long to a video). The
         | design they came up with would have looked much nicer, but
         | would have resulted in a much poorer UX, as it would have
         | involved the assessor switching between multiple tabs,
         | scrolling up and down and dragging and dropping items across
         | the screen. And doing this literally thousands of times over
         | the course of a couple of weeks. I'd already been through a
         | similar battle with a previous UI designer to eliminate drag
         | and drop in the same interface a couple of years ago because I
         | had a user develop RSI using it. In doing so I made the I
         | terrace uglier and more cluttered but eliminated many hundreds
         | of drag and drop actions a day for each user.
         | 
         | Anyway, moral of the story, sometimes a good UX is only
         | possible if you have a "bad" or at least ugly and cluttered UI.
         | This doesn't mean that you should ignore aesthetics, or go out
         | of your way to make things ugly, but that sometimes cluttered,
         | information dense and unintuitive to new users is the way to
         | go.
        
         | nicbou wrote:
         | > I try to think UI-first
         | 
         | I think of the problem first. We often go straight to the
         | solution without a clear understanding of the problem.
         | 
         | Sometimes, the problem does not require a UI at all. The
         | solution is somewhere else. As I was building a UI for someone
         | to perform a task, I realised that the task could be entirely
         | automated. I was tackling a problem on the wrong layer.
         | 
         | I think that you should start by modeling the task, because the
         | user might not need to do that task in the first place. "How a
         | user does a task" is how we get faster horses instead of
         | automobiles.
         | 
         | > When was the last time you needed a manual
         | 
         | I suspect that it has a lot to do with growing up using those
         | devices. Give one of those devices to your grandma and watch
         | them go.
        
       | sbmthakur wrote:
       | The case-studies by Growth.Design have been pretty helpful.
       | 
       | https://growth.design/case-studies
        
       | dsmmcken wrote:
       | Exposure. Try a lot of software, like everything you can possibly
       | get your hands on to play with. Start with your area of interest,
       | or focus of work, but don't limit yourself to your space. Try as
       | many applications from as broad of fields as you can. Try to find
       | something you like about everything you try. Try to articulate
       | exactly what you like about it. Try to find something you hate
       | about it. How would you improve that thing you hate? Practice
       | thinking critically.
       | 
       | You'll start to collect ideas and make connections of interesting
       | interaction patterns. Maybe the way they handle a mini-map in a
       | random GIS software you tried would be perfect for an unrelated
       | music composing app you are trying to build. Maybe you see a
       | great settings config in an a 3d texturing program, or a video
       | game, but it has exactly the range of features you need.
        
       | bena wrote:
       | I'm not a UX developer by trade, but I've had to develop UX in my
       | time so I've picked up some things.
       | 
       | It's not about how fast you get to something.
       | 
       | You talk to users and they will go on and on and on about
       | "clicks". Anyone talking to you about the number of clicks
       | doesn't understand UI let alone UX. Making everything "one click"
       | away is how you get those massive button interfaces. It's just
       | information overload and even harder to navigate than something
       | that would take more clicks to navigate.
       | 
       | Another way to think about this is that a book takes many
       | "clicks" to write. And a book that was written in one "click"
       | wouldn't be good to read. Some long books are quick to read and
       | some short books take forever to read. Flow is way more important
       | than number of actions.
       | 
       | Realizing that always shooting for "easier" is a mistake.
       | 
       | Things must flow. Except where they shouldn't. Sometimes you want
       | to actually put in resistance. Sometimes you want to make sure
       | that what a user does is actually what they want to do. You want
       | them acting with purpose and intention. If something has a large
       | effect on the system, you want people to not accidentally do
       | that. The best way to do that is to make it slightly involved.
        
       | 1autodev wrote:
       | 1. Learned ReactJS
       | 
       | 2. Explored ReactJS component libraries & https://react.rocks/ .
       | One of my favorites for data table UX: React Bootstrap Table -->
       | https://react-bootstrap-table.github.io/react-bootstrap-tabl...
       | 
       | 3. Copied and pasted
       | 
       | 4. Edited code a little bit
       | 
       | 5. Things worked
       | 
       | 6. Finished project(s)
       | 
       | 7. Breathed sigh(s) of relief
        
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