I'm creating a UI/UX Primer as an e-book to help students learn about user iterfaces, user experience, and usability in general.
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
[4] http://web.mit.edu/6.813/www/sp18/
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.
Whether this is out of scope for your book I don't know. But the key take away here is that you can't presume to know better than your own users.
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.
https://www.versionmuseum.com/history-of/google-search
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
https://blog.uidrafter.com/radio-buttons-vs-dropdowns
Never received the chapters, but got signed up to a newsletter :/
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.
Ironic for a site about UI design.