13 Days of Figma - Visual examples of User Centered Design inspired by Links of The Week
Day 13 - The Weird Words and Phrases Designers Use to Test Their Fonts
Figma Prototype: Day 13 - The Weird Words and Phrases Designers Use to Test Their Fonts
Inspired by Issue 52 - Weird Words; Typeset
Day 12 - How to Measure Learnability of a User Interface
Figma Prototype: Day 12 - How to Measure Learnability of a User Interface
Even if you don’t conduct a complete learnability research project to plot the full learning curve, thinking about these concepts will help you make the trade-off decisions to design products that target your most important customers. ~ NNg Group
Inspired by Issue 138 - How to Measure Learnability of a User Interface
Day 11 - The good, the bad and the ugly of A/B Testing
Figma Prototype: Day 11 - The good, the bad and the ugly of A/B Testing
Quantitative research can help capture real-time activities in the workplace and point toward what needs attention.
Qualitative Research is about capturing people’s changing opinions and emotions at the touchy-feely end of the spectrum therefore the basis of empathic understanding how people perceive and do things. Qualitative research can be concentrated and more targeted to gather meaningful data. This method of research are not bound by the limitations of quantitative ‘bean-counting’ methods.
Inspired by Issue 211 - The good, the bad and the ugly of A/B Testing
Day 10 - Brutalist Design is the bad influence we all need
Figma Prototype: Day 10 - Brutalist Design is the bad influence we all need
Inspired by Issue 100 - Brutalist Design is the bad influence we all need
Day 9 - How to Write any Error Message
Figma Prototype: Day 9 - How to Write any Error Message
Inspired by Issue 118 - Content design: How to write any error message
Day 8 - Designing for Human Memory
Figma Prototype: Day 8 - Designing for Human Memory
![]() | The average person can only keep 7 (plus or minus 2) items in their working memory. The net promotor score card is a good example of Miller’s Law in practise. |
Inspired by Issue 76 - Designing for Human Memory
Day 7 - How the Web Became Unreadable
Figma Prototype: Day 7 - How the Web Became Unreadable
Inspired by Issue 25 - How the Web Became Unreadable
Day 6 - Psychology of Simple
Figma Prototype: Day 6 - Psychology of Simple
Inspired by Issue 4 - Psychology of Simple
Day 5 - Said no user ever
Figma Prototype: Day 5 - Said no user ever
Inspired by Issue 115 - Said no user ever
Day 4 - What You Need to Know About Gestalt Principle #1
Figma Prototype: Day 4 - What You Need to Know About Gestalt Principle #1
![]() | Placing all items in close proximity when searching for a specific item within a user interface does not aid detection speed. ~ Terry |
Inspired by Issue 215 - What You Need to Know About Gestalt Principle
Day 3 - Hick’s Law — The law that makes or breaks a UX designer
Figma Prototype: Day 3 - Hick’s Law — The law that makes or breaks a UX designer
Inspired by Issue 208 - Hick’s Law — Do you know the law that makes or breaks a UX designer?
Day 2 - Design Principles for Reducing Cognitive Load
Figma Prototype: Day 2 - Design Principles for Reducing Cognitive Load
Inspired by Issue 3 - Design Principles for Reducing Cognitive Load
Day 1 - Why Users Aren’t Clicking Your Home Page Carousel
Figma Prototype: Day 1 - Why Users Aren’t Clicking Your Home Page Carousel
![]() | UX affordance cues benefit from a carousel here given it’s natural timeline flow. ~ Terry |
Inspired by Issue 32 - Why Users Aren’t Clicking Your Home Page Carousel