debunking-the-myths-of-white-hat-seo

SEO or Search Engine Optimization is rewarded as a technique to make a website popular on the internet. So, why you need to make a website popular? Well, there is no use of having a website that hardly receives any visitors. When you have a website, you should be looking forward to welcoming more visitors. Now, different sorts of websites are there. There are websites to feature personal opinions, tips for readers, reviews on products, and general information based web platforms. There are certain websites which intend to sell products or services. Any website would love to enjoy popularity and increasing counts of web visitors. For that reason, one needs to opt for search engine optimization.

White Hat and Black Hat SEO

When it comes to search engine optimization, different webmasters have different kinds of techniques to feature. Traditionally, it is said that ethical methods for search engine optimization should be followed. Now, what are the ethical methods? Generally, it is perceived that when a campaign follows the Google guidelines, it remains ethical with the business marketing process. Such type of SEO is known as white hat SEO. When webmasters follow unethical ways to promote a website, it is generally known as black hat SEO. So, most of the business marketing expert would like to avoid black hat SEO.

Why White Hat SEO May Not Be Effective?

Every SEO campaign should be judged by its effectiveness. It is important to go for ethical business marketing, but there is no use of marketing if it is not fetching you any significant result. So, conventional white hat SEO would not be enough to fetch excellent result. You need to opt for creative search engine optimization techniques which can fetch the right results for your online-based business. The ultimate aim should be getting more visitors, and that can only enhance possible business revenue. More visitors mean more potential buyers. So, your business will start earning higher revenue with an increased number of visitors on the website.

  1. Breaking the Stereotype Is Important

When you follow white hat techniques too religiously, you actually miss out a key thing, and that is nothing but creativity. In business marketing, creativity has been regarded as the key driving force. Creative advertisements always clinch the attention of potential buyers. So, mixing creativity with an SEO campaign is absolutely important to make the whole campaign more attention-grabbing. When white hat SEO techniques are followed, webmasters follow only a few techniques repeatedly. There will be no creativity. If you want to draw the attention of others, you need to break the stereotype. You need to explore unique methods to make your business popular through a search engine. So, the conventional white hat SEO campaign often does not fetch the desired result due to lack of creativity.

  1. White Hat Comes with No Short Term Plans

Business marketing or SEO experts, who use to follow white hat SEO, would often opine that this is long term business marketing plan. This is surely true, as white SEO campaign has been rolled out to gain a result in the long run. But what should you do for short term business marketing? White hat followers would often say that short term SEO is black hat SEO. In reality, it is not unethical or black hat. Every business has to follow the short term model to gain popularity. So, along with the long term plan, there should also be short term plans for business marketing. This is why following white hat blindly would not fetch any profit in the short term. To gain short term results, you need to focus beyond white hat techniques. You need to try creative techniques for better SEO campaign result.

  1. Black Hat SEO Is Not Hacking

There is no doubt that a few black hat techniques are completely unethical and they would fetch dire consequence for your website. Google will ban your website if it finds that you had indulged in black hat techniques. For example, hacking competitors or other websites to gain business marketing leads for your business is surely unethical. But, it needs to be reminded that black hat is not all about hacking. There are a few things that can be used for fetching good business marketing result. Trying something different from the guidelines of Google is absolutely essential to fetch better business marketing result.

  1. Google Guideline Is Not the Ultimate Thing

Though following Google guidelines is highly recommended to the SEO experts or business marketing campaigners, you need to find something beyond those guidelines. Those guidelines are just guidelines, not rules. White hat experts often take Google guidelines as rules, and they hardly think anything beyond that. So, it becomes difficult to beat rivals. To beat your rivals, you need to follow some creative and unique business marketing techniques as well as tactics. This will eventually help you to gain formidable success with your SEO campaign.

  1. Myth: Only White Hat Can Generate Value

Today, it is a myth that only white hat SEO techniques can generate value for your online business. You shall eventually find that methods beyond white hat SEO can also generate value. In fact, you would not be able to create value with simple white hat SEO techniques. You need to think beyond the white hat techniques to fetch more values. This is why you need to follow the creative ideas for business marketing success.

  1. Anything beyond Google Guidelines Is Not Unethical

Business owners and webmasters have to understand that anything beyond Google’s guidelines is not unethical. Creativity has no limits, but you need to follow some ethical techniques or ideas. You should not try to outsmart Google, as the algorithm of Google is smarter than you. You should focus on creative ideas beyond the conventional ideas for a business marketing campaign with SEO techniques.

Overall, it needs to be stated that SEO has to be ethical, and there should be a perfect balance between different SEO techniques or methods. You need to come out of the idea of white hat SEO. Maybe it is the high time to change your hat! Get in touch with New York SEO to know accurate details of White Hat SEO.

the-myths-of-the-ancient-ux

User experience is nothing new. Its roots go back to antiquity to the ancient science of ergonomics.

Maxim Grozny

Ergonomics tried to establish a set of principles that were making work more convenient and efficient. Some evidence suggests that ergonomic principles were in fact, known and adhered to 25 centuries ago. From that moment on, design myths began to appear. Almost.

We really want to believe in every single piece of advice we receive or find on the internet, in research results, in everyday practises, from other projects and so on. And how to distinguish between trustworthy ideas and things that are just half-truths?

I personally love these provoking UX design or product design, or whatever people call it this Friday, myths. They help designers to survive as ancient Greeks myths about the ergonomic helped those ancient people. And they even work the same way: if a myth gets repeated multiple times, it starts to sound believable and become a truth for so many designers. Let’s repeat them one more time.

Once upon a time, people considered:

Shortly: They don’t.

But cats do.

Actually, it isn’t even a step in the design process. UX design is an iterative and continuous process. It cant be ended. This is a method of creating and improving products that provide meaningful and personally relevant experiences for the users.

Only when business and designers stop thinking of design as “make our product looks nice” user experience can have a chance to be improved.

Design is not only about beautifying visuals, but it’s mostly about keeping people engaged, shapes their experiences. And what matters more than the user experience?

In some ways, all design is UX design, as in its core, everything about creating experiences that solve problems and get some results.

The User Experience Model by Corey Stern, from cubiux.com

Many different disciplines make up UX Design. It can include business goals analysis, competitive analysis, user research, persona development, information architecture, content strategy, empathy mapping, user journeys, interaction design, interface design, visual design, prototyping, heuristic analysis, user testing and so on.

Actually, they’re not. Try to divide UX, which about how users feel when they use a product and Usability relates to the essential user-friendliness and efficiency of the product.

Usability is a narrower idea than UX since it only focuses on goal achievement when using a product.

UX itself according to Stewart, T., in “Usability or user experience — what’s the difference ?” is an outcome of the presentation, functionality, system execution, interactive performance, and assistive capabilities of the interactive operation.

Among the other UX includes perspectives such as human factors, design, ergonomics, accessibility, marketing and Usability.

There are a lot of jobs for UX/UI Designers. And a lot of companies doesn’t care so much what kind of designers they need, as long as they get an interface out of them.

Nevertheless, we are surrounded by many more things that do not always have an interface while they communicate with users. These things are invisible in everyday life just because designers found a way to create them comfortable for use so that they do not distract users.

Imagine you are driving a car. What do you think about all the levers, pedals, switches and other car control elements? Are they randomly located? Did someone think of them and make them so that you could drive a car, talk on the phone, listen to music, do makeup and play solitaire?

In a few words, Product Management through the UX Design owns your user experience sharing product strategy and execution with Engineering. And don’t forget about marketing, support and so on, which contributes to user experience as well. UX Design does not typically touch this spheres. But if dose, people already created the Product Designer title. UX design so widely spread in the companies’ processes that new generation of designers wich create all mentioned call themselves Service Designers.

So UX is a separate process not exclusively related to interfaces and a core of many other design and service objectives.

Users themselves are actually uninformed of how to use your product. And more of that they rarely want to learn it. Their usage directly depends on the learning curve, motivations, interests, demands etc. UX professionals take all these natural factors into account when designing the specific UX for a target group of users.

UX design also has to meet business goals and objectives. The design should present the product vision and clearly communicate the reason for the product’s existence from a business perspective.

Companies and Designers try to show to their users literally all because users certainly won’t figure it out on their own.

Surely, in some cases and some interaction with your product, specific decisions do need to be made for the users. But the support of user’s every single step is overkill. Try not to show all the things you have, or you can provide. Leave for users to explore your product on their own. Present hints of only the bare minimum of interactions with the product.

Let users making their own decisions. After getting closer with your interface, they will probably understand and learn what they actually can do with it better than you do. If not — conduct researches, make tests and continue improving the UX.

As The New Multiscreen World foundings from Google told us — not. Most of the mobile use occurs not on the go, but at home.

Smartphones have evolved a lot, and sometimes they are just much handier to use as a computer substitute or to hold while laying on the sofa. Not always, designers do need to make assumptions about where their mobile users actually are.

Why not? Researches do not agree. A lot of them. For example, in What You Think You Know About the Web Is Wrong found that 66% of attention on a regular media page is spent below the fold.

People used the scrollbar on 76% of the pages, with 22% being scrolled all the way to the bottom, read Unfolding the insights into the webpage scroll.

On mobile, half of the users start scrolling within 10 seconds and 90% within 14 seconds.

Stats from MOVR (published in Luke Wroblewski’ sWroblewski’s tweet)

Let’s have a look from a different perspective. If sometimes users decide not to scroll — in simple terms, it’s not about them, it’s about your product or content. People have no preference for not scrolling, as long as they have an interest in the materials. If shown content brings them some value, they will scroll to see it, don’t use this myth as an excuse.

In UX design, trying to satisfy everyone leads to dissatisfying all. Don’t go for ease of use for all your user types, your personas. Instead, focus on a better experience for those who will actually end up using your product.

Actually, if a company works precise, everyone in it should be the user’s solicitor, as the primary goal of business to serve users, to solve their problems and to help them perform some actions.

This myth can place the design in conflict with the business itself. Rather than create an atmosphere for both co-operating to find a solution that serves users and business, this idea places the wall between.

Do not forget that marketing, data mining, or customer service can see other aspects of the user’s experience and along with UX contribute to its improvement. Care about users do not equal being their advocates.

Sometimes UX Designers are the only people in the company who cares about users, but this is a call to action for a business that some changes in the strategy required. Designers are not the user solicitors, everyone is.

Ask yourself, why are you working for a company that doesn’t like its users. Maybe you need to start job hunting now.

The best way to develop something handy — iteratively tests the parts of the design or product during development. This allows us to check for potential errors, solve them before production and prevent costly delays arising. So it makes no sense to leave UX testing right till the very last minute.

For getting feedback from users, usability testing and focus groups are often confused despite different goals and results.

Focus groups resolve what users say and think. It’s about accumulating feelings, opinions, and thoughts to reveal preferences.

Usability testing observes how people use the product in real life or close to actual conditions. Assigning the essential tasks to users and analyzing their performance and experience, designers can adjust the product for making it more suitable.

The mainstay of a great UX is that it should work well for current and later users. This makes design a continuous process and forces to think long term. Designers will do themself great favour by disbelieving the popular myths, which would ensure the UX delivers the returns we are looking for.

Once the common myths are dispelled — the inaccurate beliefs around UX design are corrected. Extensive effect of UX design becomes more prominent, and the idea that a UX process should be integrated into everything a company does becomes more imposing.

the-myths-of-color-contrast-accessibility

There’s a growing demand for designers to make their interfaces accessible to all users. It’s important to accommodate users with disabilities, but there are many myths to color contrast accessibility being perpetuated by misinformed people.

They often parrot these myths to discredit a design without understanding which situations a color contrast standard applies. Not only that, but they assume an interface is inaccessible whenever color contrast is used to convey information.

Designers often feel the need to obsess over accessibility because of this. They’re misled into believing their interface isn’t accessible when it actually is. This article debunks common color contrast accessibility myths and sets the record straight.

Myth 1: The WCAG requirements are always optimal.

The Web Content Accessibility Guidelines (WCAG) is used as the standard for determining accessible color contrast. However, these guidelines do not always measure up in practical application. Instead of following them dogmatically, you should use the guidelines to guide your design decisions, not dictate them.

One case where the WCAG standards aren’t applicable is with the brightness contrast of white text. Both buttons below have a blue background, but one has white text, and the other has black. When you survey users on which button is easier to read, the majority will tell you the button with the white text is more readable (source). But the accessibility color contrast ratios tell a different story.

cca-bluebuttons

The contrast ratio for the black text is 5.41, which passes the requirement. However, the contrast ratio for the white text is 2.94, which fails it. According to the contrast requirements, the button with white text should be less readable, but it’s more readable.

A similar study comparing white and black button text confirms this finding. Not only did normal visioned users find the white text easier to read, but color blind users did as well (source).

cca-orangebuttons

This contrast inaccuracy seems to occur with white text on blue and orange backgrounds. The WCAG contrast ratios don’t always account for the high brightness contrast of white text. White is pure brightness with no hue or saturation, and brightness is the strongest form of contrast. Therefore, it makes sense why the button with white text is easier to read.

The reason the contrast ratios failed with the white text is that it has high brightness and is on a background with high brightness. Bright text on a bright background is rendered low contrast computationally. Your design is supposed to satisfy what people see, not computational algorithms. It’s why the designer’s eye should always play a part in the equation.

The WCAG are guidelines to help designers choose the right color contrasts. The adage, “The map is not the territory,” applies here. Don’t confuse models of reality with reality itself.

Myth 2: Text needs to meet the AAA requirement, or it’s inaccessible.

WCAG has different levels of conformance for accessibility. Some believe that all text must conform to the highest level of requirements (AAA), or it’ll be inaccessible to a large portion of their users. This notion is false and is evident when you understand how the AAA requirement was made.

The AAA requirement constitutes a contrast ratio of 7:1 to compensate for contrast sensitivity loss by low-vision users with a vision loss of 20/80 or more. Many of these users use assistive technologies that have contrast-enhancing features. They need this technology because they aren’t just viewing content on a single interface, but multiple. The AAA requirement only applies to 20/80 vision loss users who don’t use assistive technologies, which is few and far between (source).

cca-compliance

A vision loss of 20/80 is rare among the general population and mostly affects the elderly suffering from age-related eye diseases. A study found that most low vision is related to aging (source). If the majority of your user base is 70 or older, meeting the AAA requirement is beneficial. The standard is 70 or older because visual acuity starts to decline among users with healthy eyes at that age (source).

Meeting the AA requirement is sufficient for the majority of users. The AA requirement constitutes a contrast ratio of 4.5:1 to compensate for the loss of contrast sensitivity by users with a 20/40 vision loss. A study found the “majority of persons maintain at least fair acuity (20/40 or better) into their 80’s” (source). This finding means that meeting the AA requirement will make your text accessible to the majority of users.

Myth 3: Interface components have the same contrast ratio standard as text.

Many make the mistake of holding interface components to the same contrast ratio standard as text when they are different. Interface components have a contrast ratio of 3:1, while text is 4.5:1. Text requires a higher contrast because users need to read it. Interface components don’t require reading and have a lower standard (source).

cca-componenttext

Many nuances affect text contrast, such as font size and weight. Large text sizes (18 pt) and text with heavier font weights (14 pt bold) require lower contrast ratios (source). Not only that, but certain interface components are exempt from the requirement. Before you hold an interface component or text to a contrast ratio standard, make sure you’re applying it correctly in the right situations.

Myth 4: Gray text and buttons are inaccessible and look disabled.

Another common myth is that gray text is inaccessible. Many assume users can’t read gray text because it looks low contrast. Sometimes this may be true, but other times it’s a false assumption. For example, the button below has gray text and some would assume it’s inaccessible. However, running it through a contrast checker shows that it’s not only AA compliant, but the ratio is well above the standard.

The other myth you might hear is that a gray button is inaccessible because it doesn’t meet the contrast ratio standard. It turns out the success criteria for buttons doesn’t require a visual boundary indicating the hit area. If a button with text has a border, there is no contrast requirement beyond the text contrast (source). Therefore, the gray button that most would assume is inaccessible passes the contrast requirement.

cca-buttonborder

This success criteria also means that icons next to buttons don’t have a contrast requirement as long as the text label meets the 4.5:1 contrast ratio. However, if an icon is without a text label, the 3:1 contrast ratio requirement applies to the icon.

cca-iconcontrast

There’s also the myth that gray buttons look disabled, which is often parroted by biased observers who don’t understand the proper signifier for inactive components. Disabled buttons are signified by the lack of contrast to the text label. When a button is hard to read, users don’t bother with it, which is the intent of a disabled button. Not to mention, the contrast requirement does not apply to inactive components.

cca-disabled

Myth 5: Color blind users can’t tell the difference between contrasting colors.

A common assumption is that if a design uses color contrast to convey information, color blind users won’t notice the difference. Color hue and color contrast are two different dimensions. Color blind users have trouble distinguishing specific color hues. They don’t have difficulty perceiving differences in color contrasts (source).

For example, many would assume the buttons below aren’t accessible to the color blind because it’s using color contrast to indicate different states. But the truth is that color blind users can differentiate the contrasting colors quite clearly. The buttons only use one color hue with no other competing and have sufficient contrast disparity.

cca-colorblind

By using a color blindness simulator, you can simulate what color blind users see. Users with a red-green color deficiency and blue-yellow deficiency have no trouble seeing the difference in color contrast.

Color blind users only have a hard time noticing color contrast when the colors are green and red, with nearly the same darkness (source). The example below shows what color blind users would see if the buttons were red and green with similar darkness.

cca-greenred

If you’re using competing color hues to differentiate states, you need another visual cue besides color. But if you’re only using color contrast to differentiate states, it’s likely accessible to color blind users.

There are various types of color blindness, but the ones you should focus on the most are red-green deficiencies. Red-green color blindness affects more than 99% of all color blind people (source). There are several color blindness simulators you can choose from on Chrome extensions, such as Colorblindly.

Myth 6: Using a color cue alone isn’t sufficient in conveying information.

This last myth is probably the one that people get wrong the most. They’ll often cite the “Use of Color” requirement without recognizing when this standard applies. There are nuances to these standards you need to understand before you start using them willy nilly.

The accessibility requirement states that “color should not be used as the only visual means to convey information, indicate an action, or distinguish an element.” However, this standard only applies to cases where different colors are assigned specific meanings to inform the user (source). In other words, if you’re using color differences to convey information you need an extra cue. But if you’re using lightness and darkness to convey information, you don’t need an extra cue as long as the contrast difference is high enough.

For example, the toggle tokens below use a blue color to indicate the active state. But there is no specific meaning assigned to blue. The active state is conveyed through the color contrast, not the color hue.

cca-colorcontrast

The color hue for the active state is arbitrary. You could use any other color hue, and it would suffice as long as it maintains a high contrast level to the inactive state. As such, the “Use of Color” requirement does not apply to this scenario.

An example where color is assigned meaning is error states on form fields. Red is often used to indicate an error in a text field. In this case, red is not enough to indicate the error state because color blind users won’t see it. The red would appear black to them. Therefore, you need an extra cue, such as text or an icon, to indicate the error state.

cca-errorstate

Another example is using color to indicate system status on a page. The color hues green and red are often used to indicate the severity of system issues. In this case, the “use of color” requirement applies because specific meaning is assigned to the color hues. Icons are needed to help color blind users distinguish each system status.

cca-status

Color contrast isn’t always the only cue at play when it comes to states. Visual depth is also a cue that users experience. It occurs when objects contrasting with the background appear closer and dominant, while objects that lack contrast appear further away and subdued. The blue button in this example seems closest to users. As a result, the emphasis and prominence signify the active state.

cca-depth

It’s from this play of contrast with the background that creates depth in the buttons and allows users to distinguish the active state. If both buttons had the same contrast level, users wouldn’t be able to perceive depth as a visual cue.

The Nuances of Color Contrast Accessibility

Accessibility should always be a priority when designing for users. The WCAG guidelines are an effective tool to help you achieve an accessible design of the highest standard. These myths are not caused by the WCAG guidelines. They are caused by people who misinterpret, misrepresent, and misuse the guidelines. It’s time to put these myths to rest.

Understanding the nuances of color contrast accessibility will help you meet the WCAG standards accurately. When others project color contrast accessibility myths onto your design, you can correct them. You’ll stay true to visual simplicity and aesthetics while balancing it with accessibility at the same time. The result is an inclusive interface that satisfies everyone.

site-flows-kit

user-personas-kit

prototyping-myths,-ui-cheat-sheet,-responsive-ar-–-and-more-ux-links-this-week

A weekly selection of design links, brought to you by your friends at the UX Collective.

Jul 20

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3

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The UX Collective newsletter is a self-funded newsletter read by over 108,900 people every week. You can support it by sharing it with your design peers.

Myths about high-fidelity prototyping

Misconceptions and learnings on hi-fi prototypes.

By — Ee Venn Soh


Design tools are holding us back

Our tools still use workflows and features from graphic design.

By Tom Johnson


UI cheat sheet: text fields

Looking at ye old humble text fields and how to style them.

By Tess Gadd



  • Responsive AR

    Foundational ideas for responsive AR content.
  • Title Scream

    Type graphic inspiration from 8/16-bit games.
  • Deep Learning

    Autocomplete with deep learning for developers.
  • Not a Problem

    Inventions that solve problems that don’t exist.


  • Fonts Guide

    A guide to the vast universe of font styles.
  • Tandem Chat

    A virtual Slack office for remote teams.
  • Brill App

    Save time digitizing notes with photos or speech.
  • Accessible Colors

    Mix these colors to create accessible themes.
4-myths-busted-about-hi-fi-prototyping

— Ee Venn Soh

As a designer, it’s our job to envision how people experience our products. The best way to do that is to simulate the proposed interaction and put the designs on the hands of our users and see them interacting and engaging with them.

This is where I’d like to talk about the world of hi-fi prototyping from my perspective as a designer, busting some key misconceptions and sharing what I’ve learnt.


… Or do you? I feel we tend to lean on things that are easier and shy away from things that are harder. It’s important that we don’t constrain our creativity subconsciously based on how easy or hard something is to do.

My tool of choice when it comes to prototyping is Framer X. When it first came out, I gave it a good run. With my old, rusty compSci knowledge, I’m able to whip something out but the process wasn’t elegant. It lacked documentation, it was buggy and it was a lot more complicated than I had hoped. I had to learn a lot about React and write many lines of code to achieve something simple.

But fast forward to today. Framer has released a set of customizable interactive patterns like scroll, page and link that designers can use out of the box. It has proven to be a great entry point for me.

Along with their new APIs and the recent React Hooks release, it has made prototyping in Framer X significantly easier. It allows beginners to explore unique interactions with less boundaries and it requires zero setup.

Press and hold > Rotate and scale object
export function WhileTap(): Override {

return {

whileTap: {

rotate: 90,

scale: 0.75

}

}

}

Animate the object by rotating it 360° in 2s
export function Animate(): Override {

return {

animate: { rotate: 360 },

transition: { duration: 2 }

}

}

Drag, scroll, pan, animate… you name it. Download the full set (Created by Benjamin den Boer)

Reality 1: As a designer, you need to learn the basics and know just enough React and Javascript to use the tool sufficiently. All the heavy lifting has been done for your through Framer APIs.

Reality 2: If you’re struggling, use this as an opportunity to chat with your developers. I personally have bugged all the “within one-meter-radius” devs that are around me and I know this cross pollination of thoughts has resulted in better empathy.


When we’re designing screens, it might be useful to create interactive workflows and preview your designs just like how users intend to use them. Sketch, Figma and InVision have great prototyping features that allows you to prototype a click through prototype at ease.

But if you want to satisfy your cravings for interaction design and explore more interactive ideas and still not writing a single line of code, Framer Store provides you with a bunch of packages you can download (contributed by the public) that you can use it to bootstrap your project.

Below is a dummy cooking app that I designed during one of the creative challenges. In order to present the idea more thoroughly, I “cheated” my way by downloading a bunch of packages and assembled them quickly together, directly on the canvas.

Reality: Design fast, iterate fast. It’s just a prototype and you shouldn’t be too precious about it. If there’s something that you think you need, very often it has probably been built already. Reuse as much as possible.


We’ve seen how easy to just drag & drop components and bootstrap them into a prototype. Imagine now we can do the same with every single React-based production component that is polished, tested and built. Porting production ready code and start using them as design ingredients has been one of the biggest selling points for me. A single source of truth is no longer a distant dream!

I’ve created a proof of concept below (I’m into indoor plants ?right now) using Atlaskit that showcases how you can do just that. To make it more “real”, you’re also able to pass data and define logic from screen to screen.

Pass data

Get data from 1 component and set it in another.

Define logic

If this is checked, then do XYZ.

Reality: Developers have spent tons of hours making high value/quality components to help improve your velocity to build features. With code blending in closer with design, production code isn’t just a developer’s territory but can be a designer’s playground too.


The possibilities are limitless. Hi-fi prototyping isn’t just about fancy motion curves and gestural swipes. Once you learn to speak the language of a developer (not only will you know why they’re paid more), you’ll start to discover what is/isn’t possible. Understanding the boundaries and constraints actually made me more creative than starting from a blank canvas which sometimes can be intimidating. The only limit is your imagination!

Creative coding

I’m a big fan of all things processing/p5. Here is an example of a particle system using the flocking algorithm. Download the file

Voice UI

A demo using voice input to control the interface. Built with annyang. Saying “Hello” to reveal ? and “Bye bye” to hide. Download the file

Motion sensors

Wanting to use movement as an input for your device? Using Shiny FX from the Framer store, you could tap into the device’s accelerometer and gyroscope. Download the file (Thanks to Addison Schultz for the file)

Reality: To be able to combine code with design gives you the extra ammo when it comes to creating hi-fi prototypes. When you intersect design, creativity and technology, it can lead you to momentary nirvana ✨



Happy prototyping ✌️