Posts Tagged ‘Wordpress’

How Profile Photos Can Affect the User Experience


Social networks have grown into the norm in today’s sophisticated Internet. Modern web pages have become very personalized over the past decade including a number of user interface features. One such example is the user profile picture often accompanied by each username.

featured image - bar cafe breakfast style

Web designers don’t often realize how important this profile photo can be. It distinguishes a blend of personality between each member. And this feature also has quite a few other handy applications to the user experience ultimately offering a clearly recognizable icon. Below I’ll go into some examples of how user photos can improve your website’s performance.

Offer a Default Option

When users first sign up for your website it’s best practices to generate some type of generic avatar. Without this your profiles will look strange having some members with custom photos while others are blank. Most CMS systems including Joomla!, WordPress, Pligg, and vBulletin all offer a standard user picture by default.

example default icons through Google+

If you take some time searching through Google you will likely find a few other excellent examples. This default photo gives incentive for new members to customize their profile details. This holds especially true with members who have profiles on a number of other networks – generally I like to keep all my photos consistent between sites.

Display Photos Wherever Reasonable

Some website layouts are a bit cramped for space and just can’t facilitate room for user pictures. But I would advise almost always including a user’s picture on central pages. It can even be argued to match the user’s photo with every instance of their username.

Foursquare  founder Dennis Crowley

This reinforces the idea that each profile link or page comment is connected to a real person. The glyphs will become familiar over time and you can easily distinguish between links to user pages vs article pages.

There are plenty of areas where you may wish to omit the photo, or resize it altogether. Such an example may include a “recently logged in” widget in your sidebar or footer area. In order to display the last 15-25 active users you could setup a small block of avatars in 3-4 rows. But to fit these in place you may need to resize the images a bit.

Apply Unique Sizes

Of course the dimensions and overall size of your default avatar is crucial to the design. Larger photos will have a much deeper impact on visitors as it will certainly catch their attention quickly. On a similar note there will likely be pages that you want to include smaller photos.

This is why it’s always best to store at least 2-3 different sizes of avatars. Start with your largest (say 150×150) and scale down based on your needs. Plan out the user interface ahead of time so you can fit in reasonable dimensions. Just a few alternate areas to consider are within page comments, shared links, and on other friends’ profiles/following list.

New members on Design Shovel - sidebar widget

There are plenty of free scripts and tutorials available which can help you resize avatars automatically. Why spend time rewriting programs from scratch when there are templates you can work off? These scripts will also save room on your server without needing to save 2 or 3 local copies of a similar image.

Pictures in Discussion Threads

Over time the most active members on your website will become more recognized. Along with their usernames, including a personal photograph can become extremely memorable. The social news website Reddit doesn’t use any photos and yet plenty of members are recognized by username alone.

old screenshot from Digg v3 comments thread

But understand this is certainly not the majority! Most blogs, discussion boards, web forums, social networks, and IM apps all utilize some type of user photo for easy identification. Many users eventually become a staple to the website community between repetitive comments, massive followers, and other social activities.

On some websites you’ll even find signatures in discussion threads. These are small areas underneath the post content which is specific to each user. You can customize your signature with a graphic, website links, text, really anything you want. But for more standard blog platforms this is a bit too “over the top” for regular discussions. It’s still interesting to compare the different styles and how they play well with profile photos.

Consider your own Brand

It’s great to get behind this issue from a realistic point of view. Ponder for a moment if you were to sign up for such a similar social network, how would you incorporate your own avatar brand? The answer may differ between networks (ex: Facebook vs Twitter) but ultimately your goal is the same.

You want to be recognized quickly and easily by all your visitors. It’s just as important to the average user that their profile is recognized as quickly as a company or brand. This is why I recommend using a generally larger photo size – maybe square 200px or 250px – to represent each person. Position it in alignment with the user’s name, location, or other important metadata.

A good example of this layout is from Digg’s old v3 profile design. Avatar photos were generally aligned to the right with more detailed user information cascading along the left side.

screenshot from older Digg v3 profile page

OAuth Connections

If you feel that custom functionality for user photos is too much to implement you may consider using Open Authentication. With this open API protocol it’s easier than ever to connect into a user’s 3rd party account and pull their data remotely. This includes usernames but more importantly also includes profile photos!

Twitter bird plush doll

The Twitter Developer Center is an excellent example of heavy documentation for OAuth calls. You will need to understand a backend language such as PHP, Ruby, Python, or something similar. It is possible to access user icons through JSON/JavaScript, but it’s certainly not the most recommended method.

San Francisco at Night

Also here’s another article from Google support documenting a basic OAuth call. You can already see how this method would save you time as a developer. But it is also very convenient for your members from a UX perspective. Between Twitter and Facebook it’s likely that most of your new signups will have some option for importing a user picture. This saves your new members the hassle of re-uploading another picture.

Conclusion

These ideas are not exactly new to the web, although they have been adapting steadily over the past few years. OAuth is just one technology which has gotten the ball rolling. It is clear we’re moving towards a cloud-based interconnected transparent system of communication and these protocols are merely a stepping stone in the process.

Overall it is your decision on how to approach personal user data. If you truly feel your website wouldn’t benefit from user photos then you’re likely not missing out on much. But understand the connections which are formed through these recognizable pictures and how they may provide a crucial impact in your community.



What else does HTML5 need to defeat flash? (Part 2)

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In part 1 of this article, we analyzed the technical problems facing HTML5. In part 2, we’re going to discuss the problems facing HTML5 commercially.

Unity:

Microsoft, Google and Apple are clearky the 3 giants of the industry at the moment, and it’s really hard to unify them under a single standard.

“Go, go, go! Fire in the hole!” As Apple declares war on Flash, Microsoft seems willing to watch the fire from the other side of the river. As for Google, it supports HTML5 on the one hand, while on the other it also adds support for Flash in Android. Adobe must find a way to take advantage of the conflict between the giants. The future of HTML5 is at stake.

Let’s suppose that even Adobe is not able to do that. The fighting between the 3 giants would probably ruin the future of HTML5. The famous case of OpenGL is the best example. The initial member of this standard was All-Star Games, but the development and spread was far less rapid than Direct3D due to the endless quarrels around profits. The market is almost entirely taken by opponents, and its application restricted in professional areas.

User acceptance:

No matter how attractive the market promotion is, user acceptance is the final exam standard. At present, HTML5 is not looking like it’s going to be able to bring fundamental change to the desktop in a short period of time, and so there’s a need for a a coexistent relationship with Flash.

The reason for this is that the user doesn’t care about the technology. What they care for is the effect. There is still a long way to go for HTML5 before it reaches the level of effects realized by Flash, and this restricts the willingness of small websites to use canvas. If canvas can’t be popularized then HTML5 is losing a major battle. If the coding problem of video tags can’t be solved, there simply won’t be any way to compete with Flash.

Prediction:

Google, Microsoft, Apple and Adobe are playing cards. Adobe is the banker, and has the best cards. On one hand, the other three want to pull him out of that position. On the other, they don’t want to cooperate with each other. So while establishing an ambiguous relationship with Adobe, Google also has its own plan.

In this game, Adobe dominates the current situation. It seems impossible for HTML5 to take Adobe’s place, because Flash has already taken the ruling position in the traditional desktop market. Even though Flash isn’t perfect, it’s not broken enough to need a replacement. The truth is that the traditional desktop is challenged by new power. There is to be a coexistent period of time between Flash and HTML5 during which the two compete. Adobe has the weapons of Photoshop, Dreamweaver and Fireworks. Webpages cannot be developed without Photoshop, even for the HTML5 webpage. Dreamweaver is the current No.1 choice and canvas applications can be developed usinf Flash CS5.

Flash Player cannot bring direct profit to Adobe, but it symbolizes the standard of the rich media application market. The editor developing Flash is seeing real income. Let’s suppose that in the HTML5 era, the developers still have to choose Adobe products to develop canvas based web interaction. Why then would we need Flash Player? For Adobe, it saves the cost of maintaining a complicated system.

As for Microsoft, it’s a difficult situation. They have the IE card, but they aren’t sure whether it’s a trump card or not. The reason being that IE6 takes a large amount of the market, but the new versions of IE have to compete with former versions. They also have the card of SilverLight, which has a competitive relationship with Flash and HTML5. Support of HTML5 could have a negative effect on SilverLights popularization. Therefore, Microsoft would rather not fully support HTML5. Instead, it will be treated as a supplement of SilverLight.

Apple however has a great plan. They have decided to begin at the mobile platform level, and gradually move to desktop. iPhone is the first successful step. The existence of iPhone proves that Flash is unnecessary in the smart mobile industry. As a matter of fact, the Flash experience in this field is pretty terrible. However, the most important step is iPad. The iPad is almost similar to ordinary computers both in screen size and operation experience. If tablet PCs prove to be comfortable independent of Flash, then why shouldn’t the ordinary PC? If the user gets used to the non-Flash experience of tablet PCs, there’s no hope for Flash anymore. Since iPad came into being, the controversy between Apple and Adobe has escalated, proving the important role of tablet PCs in this battle.

However, is Apple going to realize its dream easily? Apple products perform really well in sales, but aren’t as popular as Microsoft products. The reason being that its culture provides the high-level experience of taste and quality, and that high level experience means a higher price.

Globally speaking, we have developed countries, developing countries and undeveloped countries, where most are without the money to buy Apple products. The people simply can’t pay for the increased quality.

So here comes the question: Is there a company capable of providing a similar experience? What about Microsoft? The answer is no. The reason is that Microsoft provides the service to all people. Its products need to be universal, consistent and not overly expensive. So Microsoft is not motivated to change user experience. They have tried to bring change in Vista, but the result was that XP users got confused and angry.

Maybe, Apple didn’t plan to make iPhones universal at the very beginning. Perhaps focusing on top of the pyramid will guarantee enough income, so does the iPad. It’s not popular enough to challenge the traditional desktop. Users can experience cheaper tablet PCs from other companies, and those tablet PCs will probably support Flash. If things happen in that way, Apple’s plan may end in failure.

As for Google, the result of the war is not too important. As long as users continue using webpages, they doesn’t care whether the web pages are HTML5 or Flash. This doesn’t mean Google is irrelevant though. On the contrary, they are the key factor in this war. Except for YouTube, Google seldom use Flash in their products. Although Flash is functional, it’s not an open product; so Google cannot decide its development direction. An open standard is easier to control for them. Nowadays, the rapid development of Chrome increases Google’s power in HTML5 establishment, but it doesn’t mean they’ll give up on Flash.

Flash is an important tool for Google to restrain Apple. It’s the chip with which Android challenges the iPhone. Last year, Google and Adobe collaborated to put Flash Player plug-ins inside the sandbox within Chrome, which promoted the performance of Flash on safety and resource cost.

Conclusion:

From the above analysis, we can conclude that Flash still controls the market of internet rich media. Its fate in mobile platform will be entirely determined by Google’s attitude.

As for HTML5, there will probably be a rapid development that makes it relatively popular in the next 1 to 3 years. It won’t take the place of Flash though. Instead, they’ll be coexistent for a period of time. Considering of the conflicts among the giants, there isn’t much hope for HTML5. It took so long for browsers to accept the current standard, and it’s going to take a much longer time for them to accept new ones. In this transitional era of Flash to HTML5, there is still a long way to go.

You might also like…

10 Essential Guides, Resources and Tools for Getting Started with HTML5 →
HTML5 and CSS3 Form References, Resources and Tutorials →
10 HTML5-Ready Blank, Bare-Bones and Naked Themes for WordPress →
Beginner’s Study Guide to HTML5 Microformats →
Guide to HTML5′s New Media Tags – Audio and Video →
Coding Flexible Web Layouts in HTML5 and CSS →


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What else does HTML5 need to defeat flash? (Part 1)

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Nowadays, HTML5 is like a shining star in the webs sky. However, is HTML5 ready to take the overall crown? From 2 aspects, we are going to discuss what else HTML5 needs to defeat Flash.

Technically:

First of all, I’d like to emphasize that HTML5 and Flash don’t have many overlapping functions. For example, you can invoke hardware like cameras through Flash; but not HTML5. However, the elements imported by HTML5 do bring some serious competition to Flash.

The most familiar of these features are the canvas and video tags. The other new HTML5 features have very little competitive relationship with Flash, but the canvas and video tags are the key factors that determine the fate of the battle. They’re going to bring some fundamental changes to the entire web industry as long as they’re popularized. In other words, they’re the two major blows HTML5 can lay onto Flash.

Canvas:

Long before Flash took the crown, there were many methods through which web drawing emerged on the market, the most famous being the Java Applet. Those methods competed with each other, with each having their own advantages. But that war quickly ended when Macromedia published Flash.

In order to fight with Flash, many other technologies arose. These included SVG. However, those technologies didn’t stop Flash running away with the top prize. Flash based games and animations crept into every corner of the internet within a very short time.

Now the cycle continues with a new challenger appearing — HTML5′s canvas.

In many ways, canvas does excel over Flash. It doesn’t rely on a plug-in, but instead intimately integrates with the rendering engine of browsers, saving resources and most importantly effectively simplifying the interactivity between images and other elements on the page.

As for Flash, it does take up a lot of time and resources to simply interact with a page. What’s more, it’s inconvenient for programming.

canvas is an element of HTML and it can be operated like any other HTML element. Developers can write all the code in one file, which does reduce the difficulty of maintenance and updates.

However, canvas also has disadvantages:

1. Developers do have to describe every dot and graphic curve in the program; so they do have to deal with matrix transformation in cases of rotation and zoom. This increases the difficulty of drawing complicated pictures. Whereas in Flash, the image display API is kept in the “Sprite” directory; developers are then able to use different tools to design the image; the image rotation and zoom only require a simple invocation of directory functions.

2. There are drawbacks in animation realization as well. Although canvas provides the nontraditional method of using divs to realize the animation, it’s still pretty complicated. The developers have to clean the canvas at each frame, and redraw all elements.
As a consequence, animation with large numbers of elements display slowly. The movement of even a few elements requires redrawing the whole canvas, wasting huge resources. In comparison, Flash is drastically easier. Although redraw is required on the basic level, it’s processed by Flash Player automatically; the developers don’t have to do it themselves.
The Flash analysis progress based on bytecode is faster than the one used by HTML5 and JavaScript based on simultaneous compiling. Generally speaking, the more complicated the animation, the more fluid the display. In addition, the well kept image directory and powerful designing tool make animation development much easier.

3. There is no event system. Developers need to judge the image element clicked by users by catching the coordinates of the user clicking on the canvas. During the process, it might check all the displayed elements and judge whether the dot is inside the image or not. It’s complicated to realize, let alone the recursion.
The problem might be solved by future graphics libraries, but it’s just like building an event response model with JavaScript. Obviously, its efficiency is less than the original event model imbedded in browsers. Event is well kept in the Flash directories, the event of click capture is a piece of cake.
More importantly, it provides the event and function to judge whether there is intersection between two images, which is really convenient in game programming. HTML5 is not convenient here.

From the above analysis, we can see that HTML5 still lags behind in three areas. It needs a powerful and easy-to-use graphic library, hardware accelerator for image analysis/redraw and a powerful IDE.

At present, the game engine based on canvas already exists, but it’s not nearly as perfect as Flash.

As far as hardware acceleration is concerned, WebGL gives us hope. WebGL (Web-based Graphics Library) is a software library that extends the capability of the JavaScript programming language, allowing it to generate interactive 3D graphics within any compatible web browser. It promotes the speed of image display, and most encouragingly WebGL is available on most browsers, with the notable exception of IE.

As for IDE, it’s ironic that Adobe adds a Flash-to-canvas function for Adobe Flash CS5.

If the above 3 problems can’t be solved, the realization of canvas will be restricted, the development will be difficult, and it’s going to be hard to popularize.

Video:

Video might be the most frustrating thing for Adobe. More than anything it’s probably going to be swipe that knocks Flash’s crown off. The current situation is that there’s a coding problem for the video tag. “H. 264″ supported by Apple and Microsoft is not an open standard. Browsers have to pay for it, and that’s why Firefox refused to support H. 264. Although Google purchased a set of high-qualified coding technology, there’s no evidence that indicates Google will open the technology.

According to the statistics of W3schools.com: Google Chrome and Apple Safari have a strong growing trend, but the browser market is still dominated by Firefox and IE. If Firefox keeps H. 264 out of the door, it’s going to be very hard to popularize that video tag.

So HTML5 needs an open and high-qualified video coding standard.

In this article we’ve looked at HTML5 from a technical perspective. We discussed the problems HTML5 is facing. In part 2 we’ll change to a commercial perspective and discuss the relationship between HTML5 and the giants of the industry.

You might also like…

10 Essential Guides, Resources and Tools for Getting Started with HTML5 →
HTML5 and CSS3 Form References, Resources and Tutorials →
10 HTML5-Ready Blank, Bare-Bones and Naked Themes for WordPress →
Beginner’s Study Guide to HTML5 Microformats →
Guide to HTML5′s New Media Tags – Audio and Video →
Coding Flexible Web Layouts in HTML5 and CSS →


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We have $700 worth of services from PSD2HTML.com to giveaway

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