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Cataloging the art and science of user experience design
September 2011

Title: Designing Enjoyable User Interfaces: Lessons learned from computer games Context: The next time someone uses the word “gamification” don’t punch them in the face even though they obviously deserve it for using that word, instead explain to them that

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Title: Spoiler alert: The mouse dies. Touch and gesture take center stage Context: It’s a post-PC world people. Get busy adapting or get out of the way. Synopsis: “Alas poor mouse! I knew him well.” It may in fact be

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Title: Demographics Won’t Make a Great Milkshake Context: Don’t make a product people want to buy, make a product people want to hire. Synopsis: Understanding what customers want is difficult work. First off, there’s a lot of them and they

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It’s sad how we unlearn the most basic design skills that all kids have in the pursuit of “higher” educational goals. How powerful could design become if instead of teaching away from these innate design fundamentals we built on top

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Title: Audi & The Design of Experience Context: Audi makes nice cars. But more importantly to their customers, they make great experiences. Synopsis: How should a car smell? What should the color temperature of the headlights be? How far in

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Nothing drives a UX designer to drink quite like being a UX designer. via usabilitycounts.com

Title: Banishing Your Inner Critic Context: Everyone has an inner critic but not everyone lets it sabotage their productivity. Synopsis: You know exactly what the inner critic does to undermine your confidence, yet most of us sit there and take

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Hate can infect millions...Image credit: Ali Clark, "Hate can infect millions...", May 31, 2007, Flickr

Title: Findings from the State of Agile UX Survey Context: As Agile becomes more prevalent developers are realizing that UX designers are not an afterthought. Synopsis: If Agile is still an emerging development methodology then we haven’t even scratched the

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Title: Lost in translation: Bridging the gap between interaction & visual design Context: When it comes to interaction design and visual design, can’t we all just get along? (Even though we usually do, for the purposes of this post, pretend

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Title: IDEO: Big Innovation Lives Right on the Edge of Ridiculous Ideas Context: The closer the gap between work and play, the more amazing the outcomes for your business will be. Synopsis: We don’t play enough. You can’t argue with

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If a good designer needs to have empathy to be a good designer than any designer who watches this and doesn’t feel horrible isn’t a good designer. via youtube.com

Stand on the shoulders of giants. Don’t reinvent the wheel. And plenty of other trite phrases about a site that should make you job much, much easier. via epicbagel.com

Designers are wankersImage credit: Kevin Poulton, "Rejection", February 7, 2010, Flickr

Title: Why We Crave Creativity but Reject Creative Ideas Context: If nobody thinks you ideas are crazy then they probably aren’t creative enough. Your ideas I mean. Synopsis: Ever had someone in a meeting roll their eyes when you presented

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Being a designer is hard. The hours are long. The pay, not always great. But as a designer, it is hard to imagine doing anything else. via logobird.com

Title: Swiss Army Knives Context: When you try and do everything, you rarely have time to do everything right. Synopsis: Your project manager wants it all. Your marketing and sales teams want it all. And of course your customers certainly

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