Geeks' Corner
Basics of Prototyping
Building a design layout using the grid system
Button design in UI
C.R.A.P.
Choosing a typeface for your app
Choosing the Right Colors
Choosing The Right Font
Choosing the right font
Color and shade considerations in application design
Color Harmony Inspirations From the Real World
Color in UX design
Common mistakes made when designing UI
Considering user limitations in UI design
Conveying emotions through colors
Create emotion with color
Design Equals Attention
Design Patterns
Designing call to action buttons
Designing for iOS and Android
Designing Sounds
Fitts' Law
Fitts' Law Revisited
Form vs function
Gestalt Principles in UI design
Gestalt Principles in UI Design - Part 1
Gestalt Principles in UI Design - Part 2
Gestalt Principles in UI Design - Part 3
he Importance of Icons
Hick's Law
Illusions of Control
Importance of color choices in UI design
Importance of text in user interface
Introduction to Design Thinking
Keeping things simple
Lazy Registration and Progressive Disclosure
Miller's Law
Miller's Law in UX Design
Notifications Psychology
Ockham’s Razor
Organizing Colors
Parkinson's Law
Placing Controls
Positive Reinforcement in Design
Principle of least effort
Principle of limited attention
Principle of proximity
Principles in mobile user experience design
Prototyping a project using Google Apps Script
Psychological approach to user interfaces
Psychological Considerations in UI Design
Psychology in design
Psychology in UI/UX
Psychology lessons for UX design
Psychology of shapes
Psychology of User Perception
Psychology To Influence User Behavior
Simpler Isn't Always Better
Simplicity in UI Design
Simplify Design, User Choices
Social aspects of UI design
Sound and UX Design
Sounds in UX Design
Tesler's Law
The 80 / 20 Rule
The color Wheel in UI Design
The evolution of buttons in UI design
The first steps in designing an application
The importance of choosing the right colors for UI design
The need for prototyping in UI design
The Power of Color
The Resurgence of Skeuomorphism
The Science Behind User Experience
The Von Restorff Effect
Three Design Principles for better User Experience
Three levels of typographic hierarchy
Typography
UI button design
Ui design considerations from a biological point of view
User Control Perception
User memory considerations in UI design
Using Colors That Fit
Using Psychology To Guide User Behavior
UX Design For User Retention
UX Design Goals
UX Design Science
UX Design: User Journey Map
Visual Hierarchy - the F-Pattern
Visual Hierarchy - Z-Pattern
Visual Perception
What is Material Design
What is prototyping
What is User Flow
What is UX Design
White Space
Wireframing user flow controls
Defining a Class in PHP
An object in programming has two characteristics: state and behavior. The state in an object is stored in variables that are referred to as properties. The behavior in an object consists of functions or methods. In order for an object to be created, there must be a blueprint or definition of the object. This blueprint, in programming, is called a class. In this article, we will discuss what is involved in defining a class. ...
Memory management and the Stack
The OS allocates memory for each process or program for data and code. The memory allocated for each process consists of many parts: the stack holds local variables, the heap holds dynamic memory, the data segment holds global variables, and finally the code segment which holds the code is and read only. Memory management depends on the hardware and the operating system. ...
Variable Scoping in Go
A scope in any programming is a region of the program where a defined variable can exist and beyond that the variable cannot be accessed. There are three places where variables can be declared in Go programming language. The first is local variables which are declared inside a function or a block. The second is global variables which are declared Outside of all functions. The last is parameters which are in the definition of function parameters. In this article, we will discuss what local va ...
Go Variables
A variable is a name given to a storage area that the programs can manipulate. Each variable in Go has a specific type, which determines the size and layout of the variable's memory, the range of values that can be stored within that memory, and the operations that can be applied to the variable. The name of a variable can contain letters, digits, and the underscore character. It must begin with either a letter or an underscore. Upper and lowercase letters are distinct because Go is case-sensit ...