Now that you understand the best practices and conventions for designing mobile eCommerce interfaces, have the proper tools at your disposal, and are aware of the ideal build process for your team, we recommend you extend bookmark the following resources. They will provide you with additional information, knowledge, and how-tos during your design phase.
Article Abstract: A large eCommerce organization earned an additional $300 million in annual purchases after removing the registration requirement from its site.
Article Abstract: Richard Saul Wurman wrote Hats in 1989. It’s a curious read about making information understandable. Even though the article is over 25 years old, it’s still relevant today. This article is available in
Article Abstract: General Electric decided to reinvent pediatric MRI’s because children were terrified of the MRI hospital experience. GE redesigned the pediatric MRI experience to be a pirate-themed adventure. This article is a great example of how UX design involves much more than designing what’s on the screen.
Article Abstract: A list of important principles of user interface design.
Article Abstract: A list of important principles of user interface design.**
Article Abstract: Jakob Nielsen’s 10 general principles for interaction design. They are called “heuristics” because they are broad rules of thumb and not specific usability guidelines.
Article Abstract: Senongo Akpem analyzes some key features of case studies and provides tips on how to establish a human-centered design process for designing case studies.
Article Abstract: The best ideas are the ones someone else has. Here, UX advice from experts at Ideo, Polar, CapitalOne, and more.
Article Abstract: All product companies feel the twin squeeze of time and costs. But neither variable carries the same risk as designing something new without user research.
Summary: Since Don’t Make Me Think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug’s guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.
Summary: You can’t always predict who will use your products, or what emotional state they’ll be in when they do. But by identifying stress cases and designing with compassion, you’ll create experiences that support more of your users, more of the time. You can’t know every user, but you can develop inclusive practices that support a wider range of people. This book will show you how.
Summary: Good research is about asking more and better questions, and thinking critically about the answers. It’s something every member of your team can and should do, and which everyone can learn, quickly. And done well, it will save you time and money by reducing unknowns and creating a solid foundation to build the right thing, in the most effective way. Learn how to discover your competitive advantages, spot your own blind spots and biases, understand and harness your findings, and why you should never, ever hold a focus group. You’ll start doing good research faster than you can plan your next pitch.
Summary: Touch introduces physicality to designs that were once strictly virtual, and puts forth a new test: How does this design feel in the hand? Josh Clark guides you through the touchscreen frontier. Learn about ergonomic demands (and rules of thumb), layout and sizing for all gadgets, an emerging gestural toolkit, and tactics to speed up interactions and keep gestures discoverable. Get the know-how to design for interfaces that let you touch — stretch, crumple, drag, flick — information itself. It’s in your hands.
Summary: This book is about designing products for people. The author, Don Norman, explains why everyday objects like chairs, teapots, computers, and phones are designed the way they are. After you read this book, you’ll look differently at the design of things around you.
Human Interface Guidelines Summary: Apple’s design system: “The world’s most advanced mobile OS offers everything you need to design beautiful, engaging apps that radiate power and simplicity.”
Summary: Google’s design system: _“We challenged ourselves to create a visual language for our users that synthesizes the classic principles of good design with the innovation and possibility of technology and science. This is material design. This spec is a living document that will be updated as we continue to develop the tenets and specifics of material design.”