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Für das Jahr 2019 hat der World Usability Congress wieder seine Pforten geschlossen. Auch wir hatten am 16. und 17. Oktober die Möglichkeit, an interessanten Talks teilzunehmen und neue Perspektiven in der User-Experience-Welt kennenzulernen. Welche Eindrücke und Erkenntnisse wir von den inspirierenden Speakern mitnehmen und welche Methode unser nächstes Projekt beeinflussen wird erfährst du in diesem Blogbeitrag.
Unser Team besteht zum größten Teil aus nerdigen Entwicklern, dennoch erfüllen wir das Klischee, in der Entwicklung unserer Software nur auf die Funktion zu achten, überhaupt nicht. Bei uns wird Qualität großgeschrieben. Daher versuchen wir, mit Hilfe von Wireframes und den daraus resultierenden Prototypen, unser Konzept für den Kunden möglichst anschaulich zu gestalten. Wenn wir für einen Kunden ein Wireframe einer App oder einer Homepage erstellen, greifen wir meist zu Adobe Xd. Der Vorteil dabei: Man kann nicht nur verständliche Grundkonzepte schnell erstellen, sondern diese auch bei Bedarf um einzelne Details erweitern.
Over the last few years, VR in the gaming section has almost become mainstream, although it’s still a challenge to make it as comfortable as it is desired. While usually, the main focus for developing a game is on the graphics or the story, for VR games it is getting rid of the motion sickness. This article covers everything around motion sickness, its origins and how to reduce it in VR games.
The day you have surely been waiting for has finally arrived. Our blog series “AR Helpers” continues with part 2. We will be discussing only one Helper today, but in our opinion, this one is so useful that it deserves its very own article.
Usability and user experience have become important keywords over the past few years. The goal is to provide your users with applications and programs they can operate intuitively and without restrictions. They should guide the users towards a satisfying result and make interacting with them as enjoyable as possible. That’s why today, I’ve got a few pointers for you on how to achieve this.
New iOS, new iPhones – new design standards! It’s been one month since Apple has revealed iOS 11 and its adoption rate is almost at 50%. On the other hand, there’s Android as their largest competitor, which has only 17% adoption rate for one-year-old version, Android Nougat. Apple makes a big deal about releasing their new iOS every year, so their users are used to following fresh and modern iOS standards. Incidentally, that’s exactly what you should do when making an app of your own. So let’s have a look at some basic design principles that will give your app the look and feel of the new iOS.
Sometimes it can be hard for users to navigate Augmented Reality apps. Either because they don’t really know what to do with AR or because they can’t work the app. But it won’t do to utter a sighed, “the world simply isn’t ready for this yet!” and give up. There are a few things you can do to prevent that scenario, which is why we’re sharing some of our tips with you today.
There are countless templates for iOS and Android app designs. And it is definitely helpful to take a look at them and read some user tests before starting on your own app. But a good design is not the only thing that will guarantee your app’s success. Here are some tips and tricks which will save you valuable time, money and sanity in the long run.
For my Master Thesis, I have spent the past few months developing an immersive navigable panorama viewer for Google Cardboard. Now, I’d like to tell you a little bit about my project, why I love it so much and why it might change how you view the world.
I’m sure many a developer and creative service provider is on occasion pondering that very question. Well, it could be achieved with chocolate, wine, super low prices, etc. But it would probably work better with ongoing communication and active inclusion of the client in the development process. But how to put that rather abstract notion into practice?