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ea Harnessing luciferase chemistry in regulated cell death modalities and autophagy: overview and perspectives By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, Advance ArticleDOI: 10.1039/D3CS00743J, Review ArticleSaman Hosseinkhani, Mojdeh Amandadi, Parisa Ghanavatian, Fateme Zarein, Farangis Ataei, Maryam Nikkhah, Peter VandenabeeleThis review provides a comprehensive overview of the use of bioluminescence assays in advancing our understanding and studying cell death modalities and autophagy.To cite this article before page numbers are assigned, use the DOI form of citation above.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
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ea Recent synthetic strategies for the functionalization of fused bicyclic heteroaromatics using organo-Li, -Mg and -Zn reagents By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, 53,11045-11099DOI: 10.1039/D4CS00369A, Review Article Open Access   This article is licensed under a Creative Commons Attribution 3.0 Unported Licence.Vasudevan Dhayalan, Vishal S. Dodke, Marappan Pradeep Kumar, Hatice Seher Korkmaz, Anja Hoffmann-Röder, Pitchamuthu Amaladass, Rambabu Dandela, Ragupathy Dhanusuraman, Paul KnochelThis review presents various new strategies for the functionalization of 5 and 6-membered fused heteroaromatics. These synthetic strategies enable rapid access to complex heterocyclic compounds.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
ea Reactive oxygen species-mediated organic long-persistent luminophores light up biomedicine: from two-component separated nano-systems to integrated uni-luminophores By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, 53,11207-11227DOI: 10.1039/D4CS00443D, Review ArticleZhe Li, Hongwen Liu, Xiao-Bing ZhangAn overview of the recent advances in reactive oxygen species-mediated organic long-persistent luminophores, including their history, working mechanisms, design strategies, and biomedical applications.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
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ea How to Sell UX Research with Two Simple Questions By Published On :: 2021-10-21T14:00:00+00:00 Do you find yourself designing screens with only a vague idea of how the things on the screen relate to the things elsewhere in the system? Do you leave stakeholder meetings with unclear directives that often seem to contradict previous conversations? You know a better understanding of user needs would help the team get clear on what you are actually trying to accomplish, but time and budget for research is tight. When it comes to asking for more direct contact with your users, you might feel like poor Oliver Twist, timidly asking, “Please, sir, I want some more.” Here’s the trick. You need to get stakeholders themselves to identify high-risk assumptions and hidden complexity, so that they become just as motivated as you to get answers from users. Basically, you need to make them think it’s their idea. In this article, I’ll show you how to collaboratively expose misalignment and gaps in the team’s shared understanding by bringing the team together around two simple questions: What are the objects?What are the relationships between those objects? A gauntlet between research and screen design These two questions align to the first two steps of the ORCA process, which might become your new best friend when it comes to reducing guesswork. Wait, what’s ORCA?! Glad you asked. ORCA stands for Objects, Relationships, CTAs, and Attributes, and it outlines a process for creating solid object-oriented user experiences. Object-oriented UX is my design philosophy. ORCA is an iterative methodology for synthesizing user research into an elegant structural foundation to support screen and interaction design. OOUX and ORCA have made my work as a UX designer more collaborative, effective, efficient, fun, strategic, and meaningful. The ORCA process has four iterative rounds and a whopping fifteen steps. In each round we get more clarity on our Os, Rs, Cs, and As. The four rounds and fifteen steps of the ORCA process. In the OOUX world, we love color-coding. Blue is reserved for objects! (Yellow is for core content, pink is for metadata, and green is for calls-to-action. Learn more about the color-coded object map and connecting CTAs to objects.) I sometimes say that ORCA is a “garbage in, garbage out” process. To ensure that the testable prototype produced in the final round actually tests well, the process needs to be fed by good research. But if you don’t have a ton of research, the beginning of the ORCA process serves another purpose: it helps you sell the need for research. ORCA strengthens the weak spot between research and design by helping distill research into solid information architecture—scaffolding for the screen design and interaction design to hang on. In other words, the ORCA process serves as a gauntlet between research and design. With good research, you can gracefully ride the killer whale from research into design. But without good research, the process effectively spits you back into research and with a cache of specific open questions. Getting in the same curiosity-boat What gets us into trouble is not what we don’t know. It’s what we know for sure that just ain’t so.Mark Twain The first two steps of the ORCA process—Object Discovery and Relationship Discovery—shine a spotlight on the dark, dusty corners of your team’s misalignments and any inherent complexity that’s been swept under the rug. It begins to expose what this classic comic so beautifully illustrates: The original “Tree Swing Project Management” cartoon dates back to the 1960s or 1970s and has no artist attribution we could find. This is one reason why so many UX designers are frustrated in their job and why many projects fail. And this is also why we often can’t sell research: every decision-maker is confident in their own mental picture. Once we expose hidden fuzzy patches in each picture and the differences between them all, the case for user research makes itself. But how we do this is important. However much we might want to, we can’t just tell everyone, “YOU ARE WRONG!” Instead, we need to facilitate and guide our team members to self-identify holes in their picture. When stakeholders take ownership of assumptions and gaps in understanding, BAM! Suddenly, UX research is not such a hard sell, and everyone is aboard the same curiosity-boat. Say your users are doctors. And you have no idea how doctors use the system you are tasked with redesigning. You might try to sell research by honestly saying: “We need to understand doctors better! What are their pain points? How do they use the current app?” But here’s the problem with that. Those questions are vague, and the answers to them don’t feel acutely actionable. Instead, you want your stakeholders themselves to ask super-specific questions. This is more like the kind of conversation you need to facilitate. Let’s listen in: “Wait a sec, how often do doctors share patients? Does a patient in this system have primary and secondary doctors?” “Can a patient even have more than one primary doctor?” “Is it a ‘primary doctor’ or just a ‘primary caregiver’… Can’t that role be a nurse practitioner?” “No, caregivers are something else… That’s the patient’s family contacts, right?” “So are caregivers in scope for this redesign?” “Yeah, because if a caregiver is present at an appointment, the doctor needs to note that. Like, tag the caregiver on the note… Or on the appointment?” Now we are getting somewhere. Do you see how powerful it can be getting stakeholders to debate these questions themselves? The diabolical goal here is to shake their confidence—gently and diplomatically. When these kinds of questions bubble up collaboratively and come directly from the mouths of your stakeholders and decision-makers, suddenly, designing screens without knowing the answers to these questions seems incredibly risky, even silly. If we create software without understanding the real-world information environment of our users, we will likely create software that does not align to the real-world information environment of our users. And this will, hands down, result in a more confusing, more complex, and less intuitive software product. The two questions But how do we get to these kinds of meaty questions diplomatically, efficiently, collaboratively, and reliably? We can do this by starting with those two big questions that align to the first two steps of the ORCA process: What are the objects?What are the relationships between those objects? In practice, getting to these answers is easier said than done. I’m going to show you how these two simple questions can provide the outline for an Object Definition Workshop. During this workshop, these “seed” questions will blossom into dozens of specific questions and shine a spotlight on the need for more user research. Prep work: Noun foraging In the next section, I’ll show you how to run an Object Definition Workshop with your stakeholders (and entire cross-functional team, hopefully). But first, you need to do some prep work. Basically, look for nouns that are particular to the business or industry of your project, and do it across at least a few sources. I call this noun foraging. Here are just a few great noun foraging sources: the product’s marketing sitethe product’s competitors’ marketing sites (competitive analysis, anyone?)the existing product (look at labels!)user interview transcriptsnotes from stakeholder interviews or vision docs from stakeholders Put your detective hat on, my dear Watson. Get resourceful and leverage what you have. If all you have is a marketing website, some screenshots of the existing legacy system, and access to customer service chat logs, then use those. As you peruse these sources, watch for the nouns that are used over and over again, and start listing them (preferably on blue sticky notes if you’ll be creating an object map later!). You’ll want to focus on nouns that might represent objects in your system. If you are having trouble determining if a noun might be object-worthy, remember the acronym SIP and test for: StructureInstancesPurpose Think of a library app, for example. Is “book” an object? Structure: can you think of a few attributes for this potential object? Title, author, publish date… Yep, it has structure. Check! Instance: what are some examples of this potential “book” object? Can you name a few? The Alchemist, Ready Player One, Everybody Poops… OK, check! Purpose: why is this object important to the users and business? Well, “book” is what our library client is providing to people and books are why people come to the library… Check, check, check! SIP: Structure, Instances, and Purpose! (Here’s a flowchart where I elaborate even more on SIP.) As you are noun foraging, focus on capturing the nouns that have SIP. Avoid capturing components like dropdowns, checkboxes, and calendar pickers—your UX system is not your design system! Components are just the packaging for objects—they are a means to an end. No one is coming to your digital place to play with your dropdown! They are coming for the VALUABLE THINGS and what they can do with them. Those things, or objects, are what we are trying to identify. Let’s say we work for a startup disrupting the email experience. This is how I’d start my noun foraging. First I’d look at my own email client, which happens to be Gmail. I’d then look at Outlook and the new HEY email. I’d look at Yahoo, Hotmail…I’d even look at Slack and Basecamp and other so-called “email replacers.” I’d read some articles, reviews, and forum threads where people are complaining about email. While doing all this, I would look for and write down the nouns. (Before moving on, feel free to go noun foraging for this hypothetical product, too, and then scroll down to see how much our lists match up. Just don’t get lost in your own emails! Come back to me!) Drumroll, please… Here are a few nouns I came up with during my noun foraging: email messagethreadcontactclientrule/automationemail address that is not a contact?contact groupsattachmentGoogle doc file / other integrated filenewsletter? (HEY treats this differently)saved responses and templates In the OOUX world, we love color-coding. Blue is reserved for objects! (Yellow is for core content, pink is for metadata, and green is for calls-to-action. Learn more about the color coded object map and connecting CTAs to objects.) Scan your list of nouns and pick out words that you are completely clueless about. In our email example, it might be client or automation. Do as much homework as you can before your session with stakeholders: google what’s googleable. But other terms might be so specific to the product or domain that you need to have a conversation about them. Aside: here are some real nouns foraged during my own past project work that I needed my stakeholders to help me understand: Record LocatorIncentive HomeAugmented Line ItemCurriculum-Based Measurement Probe This is really all you need to prepare for the workshop session: a list of nouns that represent potential objects and a short list of nouns that need to be defined further. Facilitate an Object Definition Workshop You could actually start your workshop with noun foraging—this activity can be done collaboratively. If you have five people in the room, pick five sources, assign one to every person, and give everyone ten minutes to find the objects within their source. When the time’s up, come together and find the overlap. Affinity mapping is your friend here! If your team is short on time and might be reluctant to do this kind of grunt work (which is usually the case) do your own noun foraging beforehand, but be prepared to show your work. I love presenting screenshots of documents and screens with all the nouns already highlighted. Bring the artifacts of your process, and start the workshop with a five-minute overview of your noun foraging journey. HOT TIP: before jumping into the workshop, frame the conversation as a requirements-gathering session to help you better understand the scope and details of the system. You don’t need to let them know that you’re looking for gaps in the team’s understanding so that you can prove the need for more user research—that will be our little secret. Instead, go into the session optimistically, as if your knowledgeable stakeholders and PMs and biz folks already have all the answers. Then, let the question whack-a-mole commence. 1. What is this thing? Want to have some real fun? At the beginning of your session, ask stakeholders to privately write definitions for the handful of obscure nouns you might be uncertain about. Then, have everyone show their cards at the same time and see if you get different definitions (you will). This is gold for exposing misalignment and starting great conversations. As your discussion unfolds, capture any agreed-upon definitions. And when uncertainty emerges, quietly (but visibly) start an “open questions” parking lot. ???? After definitions solidify, here’s a great follow-up: 2. Do our users know what these things are? What do users call this thing? Stakeholder 1: They probably call email clients “apps.” But I’m not sure. Stakeholder 2: Automations are often called “workflows,” I think. Or, maybe users think workflows are something different. If a more user-friendly term emerges, ask the group if they can agree to use only that term moving forward. This way, the team can better align to the users’ language and mindset. OK, moving on. If you have two or more objects that seem to overlap in purpose, ask one of these questions: 3. Are these the same thing? Or are these different? If they are not the same, how are they different? You: Is a saved response the same as a template? Stakeholder 1: Yes! Definitely. Stakeholder 2: I don’t think so… A saved response is text with links and variables, but a template is more about the look and feel, like default fonts, colors, and placeholder images. Continue to build out your growing glossary of objects. And continue to capture areas of uncertainty in your “open questions” parking lot. If you successfully determine that two similar things are, in fact, different, here’s your next follow-up question: 4. What’s the relationship between these objects? You: Are saved responses and templates related in any way? Stakeholder 3: Yeah, a template can be applied to a saved response. You, always with the follow-ups: When is the template applied to a saved response? Does that happen when the user is constructing the saved response? Or when they apply the saved response to an email? How does that actually work? Listen. Capture uncertainty. Once the list of “open questions” grows to a critical mass, pause to start assigning questions to groups or individuals. Some questions might be for the dev team (hopefully at least one developer is in the room with you). One question might be specifically for someone who couldn’t make it to the workshop. And many questions will need to be labeled “user.” Do you see how we are building up to our UXR sales pitch? 5. Is this object in scope? Your next question narrows the team’s focus toward what’s most important to your users. You can simply ask, “Are saved responses in scope for our first release?,” but I’ve got a better, more devious strategy. By now, you should have a list of clearly defined objects. Ask participants to sort these objects from most to least important, either in small breakout groups or individually. Then, like you did with the definitions, have everyone reveal their sort order at once. Surprisingly—or not so surprisingly—it’s not unusual for the VP to rank something like “saved responses” as #2 while everyone else puts it at the bottom of the list. Try not to look too smug as you inevitably expose more misalignment. I did this for a startup a few years ago. We posted the three groups’ wildly different sort orders on the whiteboard. Here’s a snippet of the very messy middle from this session: three columns of object cards, showing the same cards prioritized completely differently by three different groups. The CEO stood back, looked at it, and said, “This is why we haven’t been able to move forward in two years.” Admittedly, it’s tragic to hear that, but as a professional, it feels pretty awesome to be the one who facilitated a watershed realization. Once you have a good idea of in-scope, clearly defined things, this is when you move on to doing more relationship mapping. 6. Create a visual representation of the objects’ relationships We’ve already done a bit of this while trying to determine if two things are different, but this time, ask the team about every potential relationship. For each object, ask how it relates to all the other objects. In what ways are the objects connected? To visualize all the connections, pull out your trusty boxes-and-arrows technique. Here, we are connecting our objects with verbs. I like to keep my verbs to simple “has a” and “has many” statements. A work-in-progress system model of our new email solution. This system modeling activity brings up all sorts of new questions: Can a saved response have attachments?Can a saved response use a template? If so, if an email uses a saved response with a template, can the user override that template?Do users want to see all the emails they sent that included a particular attachment? For example, “show me all the emails I sent with ProfessionalImage.jpg attached. I’ve changed my professional photo and I want to alert everyone to update it.” Solid answers might emerge directly from the workshop participants. Great! Capture that new shared understanding. But when uncertainty surfaces, continue to add questions to your growing parking lot. Light the fuse You’ve positioned the explosives all along the floodgates. Now you simply have to light the fuse and BOOM. Watch the buy-in for user research flooooow. Before your workshop wraps up, have the group reflect on the list of open questions. Make plans for getting answers internally, then focus on the questions that need to be brought before users. Here’s your final step. Take those questions you’ve compiled for user research and discuss the level of risk associated with NOT answering them. Ask, “if we design without an answer to this question, if we make up our own answer and we are wrong, how bad might that turn out?” With this methodology, we are cornering our decision-makers into advocating for user research as they themselves label questions as high-risk. Sorry, not sorry. Now is your moment of truth. With everyone in the room, ask for a reasonable budget of time and money to conduct 6–8 user interviews focused specifically on these questions. HOT TIP: if you are new to UX research, please note that you’ll likely need to rephrase the questions that came up during the workshop before you present them to users. Make sure your questions are open-ended and don’t lead the user into any default answers. Final words: Hold the screen design! Seriously, if at all possible, do not ever design screens again without first answering these fundamental questions: what are the objects and how do they relate? I promise you this: if you can secure a shared understanding between the business, design, and development teams before you start designing screens, you will have less heartache and save more time and money, and (it almost feels like a bonus at this point!) users will be more receptive to what you put out into the world. I sincerely hope this helps you win time and budget to go talk to your users and gain clarity on what you are designing before you start building screens. If you find success using noun foraging and the Object Definition Workshop, there’s more where that came from in the rest of the ORCA process, which will help prevent even more late-in-the-game scope tugs-of-war and strategy pivots. All the best of luck! Now go sell research! Full Article
ea Breaking Out of the Box By Published On :: 2021-12-09T15:00:00+00:00 CSS is about styling boxes. In fact, the whole web is made of boxes, from the browser viewport to elements on a page. But every once in a while a new feature comes along that makes us rethink our design approach. Round displays, for example, make it fun to play with circular clip areas. Mobile screen notches and virtual keyboards offer challenges to best organize content that stays clear of them. And dual screen or foldable devices make us rethink how to best use available space in a number of different device postures. Sketches of a round display, a common rectangular mobile display, and a device with a foldable display. These recent evolutions of the web platform made it both more challenging and more interesting to design products. They’re great opportunities for us to break out of our rectangular boxes. I’d like to talk about a new feature similar to the above: the Window Controls Overlay for Progressive Web Apps (PWAs). Progressive Web Apps are blurring the lines between apps and websites. They combine the best of both worlds. On one hand, they’re stable, linkable, searchable, and responsive just like websites. On the other hand, they provide additional powerful capabilities, work offline, and read files just like native apps. As a design surface, PWAs are really interesting because they challenge us to think about what mixing web and device-native user interfaces can be. On desktop devices in particular, we have more than 40 years of history telling us what applications should look like, and it can be hard to break out of this mental model. At the end of the day though, PWAs on desktop are constrained to the window they appear in: a rectangle with a title bar at the top. Here’s what a typical desktop PWA app looks like: Sketches of two rectangular user interfaces representing the desktop Progressive Web App status quo on the macOS and Windows operating systems, respectively. Sure, as the author of a PWA, you get to choose the color of the title bar (using the Web Application Manifest theme_color property), but that’s about it. What if we could think outside this box, and reclaim the real estate of the app’s entire window? Doing so would give us a chance to make our apps more beautiful and feel more integrated in the operating system. This is exactly what the Window Controls Overlay offers. This new PWA functionality makes it possible to take advantage of the full surface area of the app, including where the title bar normally appears. About the title bar and window controls Let’s start with an explanation of what the title bar and window controls are. The title bar is the area displayed at the top of an app window, which usually contains the app’s name. Window controls are the affordances, or buttons, that make it possible to minimize, maximize, or close the app’s window, and are also displayed at the top. A sketch of a rectangular application user interface highlighting the title bar area and window control buttons. Window Controls Overlay removes the physical constraint of the title bar and window controls areas. It frees up the full height of the app window, enabling the title bar and window control buttons to be overlaid on top of the application’s web content. A sketch of a rectangular application user interface using Window Controls Overlay. The title bar and window controls are no longer in an area separated from the app’s content. If you are reading this article on a desktop computer, take a quick look at other apps. Chances are they’re already doing something similar to this. In fact, the very web browser you are using to read this uses the top area to display tabs. A screenshot of the top area of a browser’s user interface showing a group of tabs that share the same horizontal space as the app window controls. Spotify displays album artwork all the way to the top edge of the application window. A screenshot of an album in Spotify’s desktop application. Album artwork spans the entire width of the main content area, all the way to the top and right edges of the window, and the right edge of the main navigation area on the left side. The application and album navigation controls are overlaid directly on top of the album artwork. Microsoft Word uses the available title bar space to display the auto-save and search functionalities, and more. A screenshot of Microsoft Word’s toolbar interface. Document file information, search, and other functionality appear at the top of the window, sharing the same horizontal space as the app’s window controls. The whole point of this feature is to allow you to make use of this space with your own content while providing a way to account for the window control buttons. And it enables you to offer this modified experience on a range of platforms while not adversely affecting the experience on browsers or devices that don’t support Window Controls Overlay. After all, PWAs are all about progressive enhancement, so this feature is a chance to enhance your app to use this extra space when it’s available. Let’s use the feature For the rest of this article, we’ll be working on a demo app to learn more about using the feature. The demo app is called 1DIV. It’s a simple CSS playground where users can create designs using CSS and a single HTML element. The app has two pages. The first lists the existing CSS designs you’ve created: A screenshot of the 1DIV app displaying a thumbnail grid of CSS designs a user created. The second page enables you to create and edit CSS designs: A screenshot of the 1DIV app editor page. The top half of the window displays a rendered CSS design, and a text editor on the bottom half of the window displays the CSS used to create it. Since I’ve added a simple web manifest and service worker, we can install the app as a PWA on desktop. Here is what it looks like on macOS: Screenshots of the 1DIV app thumbnail view and CSS editor view on macOS. This version of the app’s window has a separate control bar at the top for the app name and window control buttons. And on Windows: Screenshots of the 1DIV app thumbnail view and CSS editor view on the Windows operating system. This version of the app’s window also has a separate control bar at the top for the app name and window control buttons. Our app is looking good, but the white title bar in the first page is wasted space. In the second page, it would be really nice if the design area went all the way to the top of the app window. Let’s use the Window Controls Overlay feature to improve this. Enabling Window Controls Overlay The feature is still experimental at the moment. To try it, you need to enable it in one of the supported browsers. As of now, it has been implemented in Chromium, as a collaboration between Microsoft and Google. We can therefore use it in Chrome or Edge by going to the internal about://flags page, and enabling the Desktop PWA Window Controls Overlay flag. Using Window Controls Overlay To use the feature, we need to add the following display_override member to our web app’s manifest file: { "name": "1DIV", "description": "1DIV is a mini CSS playground", "lang": "en-US", "start_url": "/", "theme_color": "#ffffff", "background_color": "#ffffff", "display_override": [ "window-controls-overlay" ], "icons": [ ... ] } On the surface, the feature is really simple to use. This manifest change is the only thing we need to make the title bar disappear and turn the window controls into an overlay. However, to provide a great experience for all users regardless of what device or browser they use, and to make the most of the title bar area in our design, we’ll need a bit of CSS and JavaScript code. Here is what the app looks like now: Screenshot of the 1DIV app thumbnail view using Window Controls Overlay on macOS. The separate top bar area is gone, but the window controls are now blocking some of the app’s interface The title bar is gone, which is what we wanted, but our logo, search field, and NEW button are partially covered by the window controls because now our layout starts at the top of the window. It’s similar on Windows, with the difference that the close, maximize, and minimize buttons appear on the right side, grouped together with the PWA control buttons: Screenshot of the 1DIV app thumbnail display using Window Controls Overlay on the Windows operating system. The separate top bar area is gone, but the window controls are now blocking some of the app’s content. Using CSS to keep clear of the window controls Along with the feature, new CSS environment variables have been introduced: titlebar-area-xtitlebar-area-ytitlebar-area-widthtitlebar-area-height You use these variables with the CSS env() function to position your content where the title bar would have been while ensuring it won’t overlap with the window controls. In our case, we’ll use two of the variables to position our header, which contains the logo, search bar, and NEW button. header { position: absolute; left: env(titlebar-area-x, 0); width: env(titlebar-area-width, 100%); height: var(--toolbar-height); } The titlebar-area-x variable gives us the distance from the left of the viewport to where the title bar would appear, and titlebar-area-width is its width. (Remember, this is not equivalent to the width of the entire viewport, just the title bar portion, which as noted earlier, doesn’t include the window controls.) By doing this, we make sure our content remains fully visible. We’re also defining fallback values (the second parameter in the env() function) for when the variables are not defined (such as on non-supporting browsers, or when the Windows Control Overlay feature is disabled). Screenshot of the 1DIV app thumbnail view on macOS with Window Controls Overlay and our CSS updated. The app content that the window controls had been blocking has been repositioned. Screenshot of the 1DIV app thumbnail view on the Windows operating system with Window Controls Overlay and our updated CSS. The app content that the window controls had been blocking has been repositioned. Now our header adapts to its surroundings, and it doesn’t feel like the window control buttons have been added as an afterthought. The app looks a lot more like a native app. Changing the window controls background color so it blends in Now let’s take a closer look at our second page: the CSS playground editor. Screenshots of the 1DIV app CSS editor view with Window Controls Overlay in macOS and Windows, respectively. The window controls overlay areas have a solid white background color, which contrasts with the hot pink color of the example CSS design displayed in the editor. Not great. Our CSS demo area does go all the way to the top, which is what we wanted, but the way the window controls appear as white rectangles on top of it is quite jarring. We can fix this by changing the app’s theme color. There are a couple of ways to define it: PWAs can define a theme color in the web app manifest file using the theme_color manifest member. This color is then used by the OS in different ways. On desktop platforms, it is used to provide a background color to the title bar and window controls.Websites can use the theme-color meta tag as well. It’s used by browsers to customize the color of the UI around the web page. For PWAs, this color can override the manifest theme_color. In our case, we can set the manifest theme_color to white to provide the right default color for our app. The OS will read this color value when the app is installed and use it to make the window controls background color white. This color works great for our main page with the list of demos. The theme-color meta tag can be changed at runtime, using JavaScript. So we can do that to override the white with the right demo background color when one is opened. Here is the function we’ll use: function themeWindow(bgColor) { document.querySelector("meta[name=theme-color]").setAttribute('content', bgColor); } With this in place, we can imagine how using color and CSS transitions can produce a smooth change from the list page to the demo page, and enable the window control buttons to blend in with the rest of the app’s interface. Screenshot of the 1DIV app CSS editor view on the Windows operating system with Window Controls Overlay and updated CSS demonstrating how the window control buttons blend in with the rest of the app’s interface. Dragging the window Now, getting rid of the title bar entirely does have an important accessibility consequence: it’s much more difficult to move the application window around. The title bar provides a sizable area for users to click and drag, but by using the Window Controls Overlay feature, this area becomes limited to where the control buttons are, and users have to very precisely aim between these buttons to move the window. Fortunately, this can be fixed using CSS with the app-region property. This property is, for now, only supported in Chromium-based browsers and needs the -webkit- vendor prefix. To make any element of the app become a dragging target for the window, we can use the following: -webkit-app-region: drag; It is also possible to explicitly make an element non-draggable: -webkit-app-region: no-drag; These options can be useful for us. We can make the entire header a dragging target, but make the search field and NEW button within it non-draggable so they can still be used as normal. However, because the editor page doesn’t display the header, users wouldn’t be able to drag the window while editing code. So let's use a different approach. We’ll create another element before our header, also absolutely positioned, and dedicated to dragging the window. <div class="drag"></div> <header>...</header> .drag { position: absolute; top: 0; width: 100%; height: env(titlebar-area-height, 0); -webkit-app-region: drag; } With the above code, we’re making the draggable area span the entire viewport width, and using the titlebar-area-height variable to make it as tall as what the title bar would have been. This way, our draggable area is aligned with the window control buttons as shown below. And, now, to make sure our search field and button remain usable: header .search, header .new { -webkit-app-region: no-drag; } With the above code, users can click and drag where the title bar used to be. It is an area that users expect to be able to use to move windows on desktop, and we’re not breaking this expectation, which is good. An animated view of the 1DIV app being dragged across a Windows desktop with the mouse. Adapting to window resize It may be useful for an app to know both whether the window controls overlay is visible and when its size changes. In our case, if the user made the window very narrow, there wouldn’t be enough space for the search field, logo, and button to fit, so we’d want to push them down a bit. The Window Controls Overlay feature comes with a JavaScript API we can use to do this: navigator.windowControlsOverlay. The API provides three interesting things: navigator.windowControlsOverlay.visible lets us know whether the overlay is visible.navigator.windowControlsOverlay.getBoundingClientRect() lets us know the position and size of the title bar area.navigator.windowControlsOverlay.ongeometrychange lets us know when the size or visibility changes. Let’s use this to be aware of the size of the title bar area and move the header down if it’s too narrow. if (navigator.windowControlsOverlay) { navigator.windowControlsOverlay.addEventListener('geometrychange', () => { const { width } = navigator.windowControlsOverlay.getBoundingClientRect(); document.body.classList.toggle('narrow', width < 250); }); } In the example above, we set the narrow class on the body of the app if the title bar area is narrower than 250px. We could do something similar with a media query, but using the windowControlsOverlay API has two advantages for our use case: It’s only fired when the feature is supported and used; we don’t want to adapt the design otherwise.We get the size of the title bar area across operating systems, which is great because the size of the window controls is different on Mac and Windows. Using a media query wouldn’t make it possible for us to know exactly how much space remains. .narrow header { top: env(titlebar-area-height, 0); left: 0; width: 100%; } Using the above CSS code, we can move our header down to stay clear of the window control buttons when the window is too narrow, and move the thumbnails down accordingly. A screenshot of the 1DIV app on Windows showing the app’s content adjusted for a much narrower viewport. Thirty pixels of exciting design opportunities Using the Window Controls Overlay feature, we were able to take our simple demo app and turn it into something that feels so much more integrated on desktop devices. Something that reaches out of the usual window constraints and provides a custom experience for its users. In reality, this feature only gives us about 30 pixels of extra room and comes with challenges on how to deal with the window controls. And yet, this extra room and those challenges can be turned into exciting design opportunities. More devices of all shapes and forms get invented all the time, and the web keeps on evolving to adapt to them. New features get added to the web platform to allow us, web authors, to integrate more and more deeply with those devices. From watches or foldable devices to desktop computers, we need to evolve our design approach for the web. Building for the web now lets us think outside the rectangular box. So let’s embrace this. Let’s use the standard technologies already at our disposal, and experiment with new ideas to provide tailored experiences for all devices, all from a single codebase! If you get a chance to try the Window Controls Overlay feature and have feedback about it, you can open issues on the spec’s repository. It’s still early in the development of this feature, and you can help make it even better. Or, you can take a look at the feature’s existing documentation, or this demo app and its source code. Full Article
ea I am a creative. By Published On :: 2024-01-29T15:53:09+00:00 I am a creative. What I do is alchemy. It is a mystery. I do not so much do it, as let it be done through me. I am a creative. Not all creative people like this label. Not all see themselves this way. Some creative people see science in what they do. That is their truth, and I respect it. Maybe I even envy them, a little. But my process is different—my being is different. Apologizing and qualifying in advance is a distraction. That’s what my brain does to sabotage me. I set it aside for now. I can come back later to apologize and qualify. After I’ve said what I came to say. Which is hard enough. Except when it is easy and flows like a river of wine. Sometimes it does come that way. Sometimes what I need to create comes in an instant. I have learned not to say it at that moment, because if you admit that sometimes the idea just comes and it is the best idea and you know it is the best idea, they think you don’t work hard enough. Sometimes I work and work and work until the idea comes. Sometimes it comes instantly and I don’t tell anyone for three days. Sometimes I’m so excited by the idea that came instantly that I blurt it out, can’t help myself. Like a boy who found a prize in his Cracker Jacks. Sometimes I get away with this. Sometimes other people agree: yes, that is the best idea. Most times they don’t and I regret having given way to enthusiasm. Enthusiasm is best saved for the meeting where it will make a difference. Not the casual get-together that precedes that meeting by two other meetings. Nobody knows why we have all these meetings. We keep saying we’re doing away with them, but then just finding other ways to have them. Sometimes they are even good. But other times they are a distraction from the actual work. The proportion between when meetings are useful, and when they are a pitiful distraction, varies, depending on what you do and where you do it. And who you are and how you do it. Again I digress. I am a creative. That is the theme. Sometimes many hours of hard and patient work produce something that is barely serviceable. Sometimes I have to accept that and move on to the next project. Don’t ask about process. I am a creative. I am a creative. I don’t control my dreams. And I don’t control my best ideas. I can hammer away, surround myself with facts or images, and sometimes that works. I can go for a walk, and sometimes that works. I can be making dinner and there’s a Eureka having nothing to do with sizzling oil and bubbling pots. Often I know what to do the instant I wake up. And then, almost as often, as I become conscious and part of the world again, the idea that would have saved me turns to vanishing dust in a mindless wind of oblivion. For creativity, I believe, comes from that other world. The one we enter in dreams, and perhaps, before birth and after death. But that’s for poets to wonder, and I am not a poet. I am a creative. And it’s for theologians to mass armies about in their creative world that they insist is real. But that is another digression. And a depressing one. Maybe on a much more important topic than whether I am a creative or not. But still a digression from what I came here to say. Sometimes the process is avoidance. And agony. You know the cliché about the tortured artist? It’s true, even when the artist (and let’s put that noun in quotes) is trying to write a soft drink jingle, a callback in a tired sitcom, a budget request. Some people who hate being called creative may be closeted creatives, but that’s between them and their gods. No offense meant. Your truth is true, too. But mine is for me. Creatives recognize creatives. Creatives recognize creatives like queers recognize queers, like real rappers recognize real rappers, like cons know cons. Creatives feel massive respect for creatives. We love, honor, emulate, and practically deify the great ones. To deify any human is, of course, a tragic mistake. We have been warned. We know better. We know people are just people. They squabble, they are lonely, they regret their most important decisions, they are poor and hungry, they can be cruel, they can be just as stupid as we can, because, like us, they are clay. But. But. But they make this amazing thing. They birth something that did not exist before them, and could not exist without them. They are the mothers of ideas. And I suppose, since it’s just lying there, I have to add that they are the mothers of invention. Ba dum bum! OK, that’s done. Continue. Creatives belittle our own small achievements, because we compare them to those of the great ones. Beautiful animation! Well, I’m no Miyazaki. Now THAT is greatness. That is greatness straight from the mind of God. This half-starved little thing that I made? It more or less fell off the back of the turnip truck. And the turnips weren’t even fresh. Creatives knows that, at best, they are Salieri. Even the creatives who are Mozart believe that. I am a creative. I haven’t worked in advertising in 30 years, but in my nightmares, it’s my former creative directors who judge me. And they are right to do so. I am too lazy, too facile, and when it really counts, my mind goes blank. There is no pill for creative dysfunction. I am a creative. Every deadline I make is an adventure that makes Indiana Jones look like a pensioner snoring in a deck chair. The longer I remain a creative, the faster I am when I do my work and the longer I brood and walk in circles and stare blankly before I do that work. I am still 10 times faster than people who are not creative, or people who have only been creative a short while, or people who have only been professionally creative a short while. It’s just that, before I work 10 times as fast as they do, I spend twice as long as they do putting the work off. I am that confident in my ability to do a great job when I put my mind to it. I am that addicted to the adrenaline rush of postponement. I am still that afraid of the jump. I am not an artist. I am a creative. Not an artist. Though I dreamed, as a lad, of someday being that. Some of us belittle our gifts and dislike ourselves because we are not Michelangelos and Warhols. That is narcissism—but at least we aren’t in politics. I am a creative. Though I believe in reason and science, I decide by intuition and impulse. And live with what follows—the catastrophes as well as the triumphs. I am a creative. Every word I’ve said here will annoy other creatives, who see things differently. Ask two creatives a question, get three opinions. Our disagreement, our passion about it, and our commitment to our own truth are, at least to me, the proofs that we are creatives, no matter how we may feel about it. I am a creative. I lament my lack of taste in the areas about which I know very little, which is to say almost all areas of human knowledge. And I trust my taste above all other things in the areas closest to my heart, or perhaps, more accurately, to my obsessions. Without my obsessions, I would probably have to spend my time looking life in the eye, and almost none of us can do that for long. Not honestly. Not really. Because much in life, if you really look at it, is unbearable. I am a creative. I believe, as a parent believes, that when I am gone, some small good part of me will carry on in the mind of at least one other person. Working saves me from worrying about work. I am a creative. I live in dread of my small gift suddenly going away. I am a creative. I am too busy making the next thing to spend too much time deeply considering that almost nothing I make will come anywhere near the greatness I comically aspire to. I am a creative. I believe in the ultimate mystery of process. I believe in it so much, I am even fool enough to publish an essay I dictated into a tiny machine and didn’t take time to review or revise. I won’t do this often, I promise. But I did it just now, because, as afraid as I might be of your seeing through my pitiful gestures toward the beautiful, I was even more afraid of forgetting what I came to say. There. I think I’ve said it. Full Article
ea User Research Is Storytelling By Published On :: 2024-05-30T18:04:43+00:00 Ever since I was a boy, I’ve been fascinated with movies. I loved the characters and the excitement—but most of all the stories. I wanted to be an actor. And I believed that I’d get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there’s an element of theater to UX—I hadn’t really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders—the product team and decision makers—along and get them interested in learning more. Think of your favorite movie. More than likely it follows a three-act structure that’s commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others. Three-act structure in movies (© 2024 StudioBinder. Image used with permission from StudioBinder.). Use storytelling as a structure to do research It’s sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or—worse—their own opinion to make the “right” choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users’ real problems. To remain user-centered, this is something we should avoid. User research elevates design. It keeps it on track, pointing to problems and opportunities. Being aware of the issues with your product and reacting to them can help you stay ahead of your competitors. In the three-act structure, each act corresponds to a part of the process, and each part is critical to telling the whole story. Let’s look at the different acts and how they align with user research. Act one: setup The setup is all about understanding the background, and that’s where foundational research comes in. Foundational research (also called generative, discovery, or initial research) helps you understand users and identify their problems. You’re learning about what exists today, the challenges users have, and how the challenges affect them—just like in the movies. To do foundational research, you can conduct contextual inquiries or diary studies (or both!), which can help you start to identify problems as well as opportunities. It doesn’t need to be a huge investment in time or money. Erika Hall writes about minimum viable ethnography, which can be as simple as spending 15 minutes with a user and asking them one thing: “‘Walk me through your day yesterday.’ That’s it. Present that one request. Shut up and listen to them for 15 minutes. Do your damndest to keep yourself and your interests out of it. Bam, you’re doing ethnography.” According to Hall, “[This] will probably prove quite illuminating. In the highly unlikely case that you didn’t learn anything new or useful, carry on with enhanced confidence in your direction.” This makes total sense to me. And I love that this makes user research so accessible. You don’t need to prepare a lot of documentation; you can just recruit participants and do it! This can yield a wealth of information about your users, and it’ll help you better understand them and what’s going on in their lives. That’s really what act one is all about: understanding where users are coming from. Jared Spool talks about the importance of foundational research and how it should form the bulk of your research. If you can draw from any additional user data that you can get your hands on, such as surveys or analytics, that can supplement what you’ve heard in the foundational studies or even point to areas that need further investigation. Together, all this data paints a clearer picture of the state of things and all its shortcomings. And that’s the beginning of a compelling story. It’s the point in the plot where you realize that the main characters—or the users in this case—are facing challenges that they need to overcome. Like in the movies, this is where you start to build empathy for the characters and root for them to succeed. And hopefully stakeholders are now doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or maybe they do empathize with users’ struggles. Either way, act one is your initial hook to get the stakeholders interested and invested. Once stakeholders begin to understand the value of foundational research, that can open doors to more opportunities that involve users in the decision-making process. And that can guide product teams toward being more user-centered. This benefits everyone—users, the product, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this can be an incentive for stakeholders to repeat this process with other products. Storytelling is the key to this process, and knowing how to tell a good story is the only way to get stakeholders to really care about doing more research. This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues. Act two: conflict Act two is all about digging deeper into the problems that you identified in act one. This usually involves directional research, such as usability tests, where you assess a potential solution (such as a design) to see whether it addresses the issues that you found. The issues could include unmet needs or problems with a flow or process that’s tripping users up. Like act two in a movie, more issues will crop up along the way. It’s here that you learn more about the characters as they grow and develop through this act. Usability tests should typically include around five participants according to Jakob Nielsen, who found that that number of users can usually identify most of the problems: “As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.” There are parallels with storytelling here too; if you try to tell a story with too many characters, the plot may get lost. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the research in the first place. Researchers have run usability tests in person for decades, but you can also conduct usability tests remotely using tools like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You can think of in-person usability tests like going to a play and remote sessions as more like watching a movie. There are advantages and disadvantages to each. In-person usability research is a much richer experience. Stakeholders can experience the sessions with other stakeholders. You also get real-time reactions—including surprise, agreement, disagreement, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors’ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up. If in-person usability testing is like watching a play—staged and controlled—then conducting usability testing in the field is like immersive theater where any two sessions might be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can go out to meet users at their location to do your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. As researchers, you have less control over how these sessions go, but this can sometimes help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. In-person usability tests provide another level of detail that’s often missing from remote usability tests. That’s not to say that the “movies”—remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They allow a lot more stakeholders to be involved in the research and to see what’s going on. And they open the doors to a much wider geographical pool of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working. The benefit of usability testing, whether remote or in person, is that you get to see real users interact with the designs in real time, and you can ask them questions to understand their thought processes and grasp of the solution. This can help you not only identify problems but also glean why they’re problems in the first place. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is the heart of the story—where the excitement is—but there can be surprises too. This is equally true of usability tests. Often, participants will say unexpected things, which change the way that you look at things—and these twists in the story can move things in new directions. Unfortunately, user research is sometimes seen as expendable. And too often usability testing is the only research process that some stakeholders think that they ever need. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users (foundational research), there’s not much to be gained by doing usability testing in the first place. That’s because you’re narrowing the focus of what you’re getting feedback on, without understanding the users' needs. As a result, there’s no way of knowing whether the designs might solve a problem that users have. It’s only feedback on a particular design in the context of a usability test. On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This illustrates the importance of doing both foundational and directional research. In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can help motivate stakeholders to address the issues that come up. Act three: resolution While the first two acts are about understanding the background and the tensions that can propel stakeholders into action, the third part is about resolving the problems from the first two acts. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the whole team to hear users’ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it lets the UX research and design teams clarify, suggest alternatives, or give more context behind their decisions. So you can get everyone on the same page and get agreement on the way forward. This act is mostly told in voiceover with some audience participation. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision. Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. “The most effective presenters use the same techniques as great storytellers: By reminding people of the status quo and then revealing the path to a better way, they set up a conflict that needs to be resolved,” writes Duarte. “That tension helps them persuade the audience to adopt a new mindset or behave differently.” A persuasive story pattern. This type of structure aligns well with research results, and particularly results from usability tests. It provides evidence for “what is”—the problems that you’ve identified. And “what could be”—your recommendations on how to address them. And so on and so forth. You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick mockups of how a new design could look that solves a problem. These can help generate conversation and momentum. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage gives stakeholders the next steps and hopefully the momentum to take those steps! While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. All the elements of a good story are there in the three-act structure of user research: Act one: You meet the protagonists (the users) and the antagonists (the problems affecting users). This is the beginning of the plot. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. The output of these methods can include personas, empathy maps, user journeys, and analytics dashboards. Act two: Next, there’s character development. There’s conflict and tension as the protagonists encounter problems and challenges, which they must overcome. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices. Act three: The protagonists triumph and you see what a better future looks like. In act three, researchers may use methods including presentation decks, storytelling, and digital media. The output of these can be: presentation decks, video clips, audio clips, and pictures. The researcher has multiple roles: they’re the storyteller, the director, and the producer. The participants have a small role, but they are significant characters (in the research). And the stakeholders are the audience. But the most important thing is to get the story right and to use storytelling to tell users’ stories through research. By the end, the stakeholders should walk away with a purpose and an eagerness to resolve the product’s ills. So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. Ultimately, user research is a win-win for everyone, and you just need to get stakeholders interested in how the story ends. Full Article
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