XDi-Seminar „Axure Professional“ – Advanced Desktop & Mobile Prototyping

Die Relevanz von Prototyping in der Web-, App- und Software-Entwicklung ist nicht mehr wegzudiskutieren – interaktives Prototyping hilft dabei, Screens, Flows und Funktionen anschaulich darzustellen, mit Kunden und Entwicklern besser zu kommunizieren und die Anwendungen früher testen zu können.

Wenn’s um Prototyping und User Testing geht, kommt wohl kaum einer mehr um die Anwendung von Axure herum. Axure hat sich in den letzten Jahren zum Quasi- Standard-Werkzeug für Prototyping im Web- und App-Bereich entwickelt. Trotz vieler Alternativen findet man in fast allen entsprechenden Stellenausschreibungen die Beherrschung von Axure als Kriterium wieder.

In diesem Seminar lernen Sie, mithilfe von Axure interaktive Prototypen zu erstellen, die Ihren Skizzen und Entwürfen Leben einhauchen – ganz ohne Axure Vorkenntnisse. Sie lernen die grundlegenden Funktionen der Software kennen und vertiefen die gewonnenen Kenntnisse anhand einer Vielzahl praktischer Übungen.

Die Agenda des Seminars finden Sie auf der XDi-Website. Mehr XDi-Seminare finden Sie auf unserer Seminar-Seite.

Herzliche Grüße
Das XDi-Team

Anerkennung durch Interaction Design Foundation

Seit August 2014 hat die Interaction Design Foundation unser Seminar „UX360° – Certified UX & Usability Expert“ in ihren Veranstaltungs-Kalender aufgenommen. Diese Ehre wird nur 20% der eingereichten Events zuteil. Vielen Dank! Wir sind mindestens ein bißchen stolz 🙂


Pragmatic UX techniques for smarter websites

Ein schöner Smashing Magazine-Artikel über Disziplinen, Methoden und Kompetenzen im (User) Experience Design.


–> Zum Artikel

Nielsen and Molich's Ten User Interface Design Guidelines


Copyright © Source: http://www.nngroup.com/people-jakob-nielsen-photos/. All Rights Reserved. Used without permission under the Fair Use Doctrine (as permission could not be obtained). See the "Exceptions" section (and subsection "allRightsReserved-UsedWithoutPermission") on the page copyright notice.
Copyright © Source: http://www.nngroup.com/people-jakob-nielsen-photos/. All Rights Reserved. Used without permission under the Fair Use Doctrine (as permission could not be obtained). See the „Exceptions“ section (and subsection „allRightsReserved-UsedWithoutPermission“) on the page copyright notice.


User Interface Design Guidelines – 10 Rules of Thumb


Nielsen and Molich’s Ten User Interface Design Guidelines

1. Consistency and standards
Interface designers should ensure that terminology is maintained across similar platforms. For example, there must be no ambiguity in wording so that users are certain words, actions and situations represent the same thing.

2. Visibility of system status
Users should always be informed of system operations with easy to understand status reports given in reasonable time.

3. System match to the real world
Designers should endeavour to mirror the type of language, phraseology and concepts users may find in the real world as opposed to ‚tech-speak‘. Presenting information in logical order and piggybacking on expectations users may have formed during real-world interactions will reduce cognitive strain and make systems easier to use.

4. User control and freedom
Offer users a digital space where backward steps are possible, including undoing and redoing previous actions.

5. Error prevention
Wherever possible, design systems so that the number of possible errors is kept to a minimum. Like this users are not called upon to detect and remedy problems, which may on occasion be beyond their level of expertise. Eliminating or flagging actions that may result in errors are two possible means of achieving error prevention.

6. Recognition rather than recall
Maintain task-relevant information within the display whilst users are carrying out actions so that cognitive load is minimised. Due to the limitations of short-term memory designers should ensure users do not have to remember information across parts of the dialogue. Keeping such information visible or offering easy means of retrieving this information is essential.

7. Flexibility and efficiency of use
With increased use comes demand for less interactions that allow faster navigation. This can be achieved by using abbreviations, function keys, hidden commands and macro facilities. Users should be able to customise or tailor the interface to suit their needs so that frequent actions can be achieved through more convenient means.

8. Aesthetic and minimalist design
Keep clutter in the goal space to a minimum. All unnecessary information competes for the user’s limited attentional resources, which could inhibit retrieval of relevant information. Therefore, the display must be reduced to only the necessary components for the current tasks, whilst providing clearly visible and unambiguous means of navigating to more specific information, tasks, actions or any other content.

9. Help users recognise, diagnose and recover from errors
Designers should assume users are unaware of technical terminology so error messages should be expressed in plain language to bring problems to the user’s attention and solutions should be worded to ensure nothing gets lost in translation.

10. Help and documentation
Although the ideal is for users to navigate the system without having to resort to documentation, it may, at times be necessary. When users require help, ensure it is easily located, specific to the task at hand, worded so as to guide them through the necessary steps and not too long-winded.

Jakob Nielsen and Rolf Molich originally developed these heuristics for the evaluation of user interfaces in 1990. However, in 1994 Nielsen refined these heuristics based on a factor analysis of 249 usability problems to derive a set of heuristics with maximum explanatory power; these are the heursitics listed above.

There is considerable overlap between Nielsen and Holich’s heuristics and Ben Sheiderman’s ‚eight golden rules‘.

Like Ben Shneiderman, Jakob Nielsen has faced criticism from some graphic designers as they feel he has failed to balance the relative importance of user experience considerations, such as typography, readability, visual cues for hierarchy and importance, and eye appeal.


–> YouTube-Video
–> Original article

Awesome ‪UX Kit

Awesome UX Kit – Free set of 26 Adobe  Illustrator wireframe templates and two custom brushes for iOS7 (iPhone) version only. Tablet and Desktop versions coming very soon: www.awesomekit.me