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Understanding your customers' and habits is critical to creating compelling positive user experiences.
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4 Practical guidelines for business owners on how to re-structure their business so as to improve user experience (UX) for their website users...
User Experience Design is a specialist field, but it uses techniques and skills that almost any web designer can learn.
Why cards? They're more tactile and make it easy to quickly access possible approaches to problem solving. And in most cases cards are portable, which comes in handy when running workshops with clients or peers, as you can always have them with you.
UX builds on the foundation that IA provides, aiming to take that experience to the next level, both creatively and emotionally.
Good design is grounded in a deep understanding of the person for whom you are designing. Designers have many techniques for developing this sort of empathy. An Empathy Map is one tool to help us synthesize our observations and draw out unexpected insights.
@mrjoe's talk on the UX of HTML5 given at Future of Web design in May 2012...
The Business Model Canvas is the tool of choice for a business dashboard. It very much appeals to the business guy in me. It irks the UX part of my brain.
It's cheap but degrading to reuse content and design across diverging media forms like print vs. online or desktop vs. mobile. Superior UX requires tight platform integration.
This article was originally and in full length published on Smashing Magazine.
Lightning talk from UX Lisbon, May 17, 2012...
Deck of the talk given at the Polish IA Summit in Warsaw (April 19, 2012))...
The term user experience has come to refer to the design of a full range of digital touchpoints that mediate the relationship between an individual user and the products or services a company or organization develops.
I was asked to speak at UX Week 2012, and figured I'd turn my blog post "User experience is strategy, not design" into a talk, but a funny thing happened along the way. I realized that, yes, UX is design, but not design as we've been thinking of it.
Startups really aren’t thinking about what the user wants, and how to help them accomplish that goal. Focusing on that is the only thing that will actually make your users happy.
You don’t have to know everything.You’ll never know everything.And actually, as far as UX goes, there isn’t, and probably never will be, an everything.
As the UX field grows to include an ever-expanding array of disciplines, designers are better equipped than ever to think about User Experience Ecosystems. More and more, this work is tackling not just interfaces and workflows, but brands, communities, creative and social strategies, and cultural practices.
Describes relationship between emotions and meaning, and emotion and personality. Lists five reasons to design for emotion.
Designing for Emotion is one of my Three Pillars of Experience Design... See my website for the other two: http://uint.co
The future of experience design has never held more promise. But, to fulfill this promise, we have to explore, learn, and work passionately and confidently—even courageously, at times—in new domains.
I have found that the best way to think of user experience is as the core of a brand: the reactor or the nucleus.
This blog often focuses on the bits and features and less on the “philosophy” or “context” of the product. Given the level of brand new innovations in Windows 8, however, we think it is worth putting Windows 8 in the context in which we approached the design.
Agile has grown up and become a widely adopted approach for delivering software. User Experience is maturing, and the value of good design is being recognised.
Despite regular user complaints, it's Facebook's design that keeps people using it, says report at computing interface conference.
To be successful, a UX design process needs to consider a company’s purpose, a product team’s skills, and users’ expectations and goals. A UX team’s role is to make this information visible to the company. A product team’s role is to eliminate as many barriers that stop users from achieving their goals as possible. This is a systems-thinking perspective on achieving great user experiences.