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Cataloging the art and science of user experience design
February 2015
Design taxonomy

Title: A Common Design Taxonomy Context: Need a model to use when scoping the necessary design impact required for a given problem? “Common Design Taxonomy” to the rescue! Synopsis: What is design? Had to think about that for a minute

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USB icon schematic

Title: 5 Confusing Icons and Their History Context: The meaning behind an icon is very often in the eye of the beholder. Synopsis: Designers of all stripes have a love/hate relationship with iconography. A good, clear icon communicates succinctly, saves

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OppositeImage credit: Julien Belli, “Opposite”, January 2, 2015, Flickr

Title: Despite tension, engineering and design needs must be valued equally: Execs Context: “Can’t we all just get along?” The answer for designers and developers working on enterprise software the answer is all too often “no”. Synopsis: Enterprise users demand

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Ergonomic soda bottles

Title: Your Brain May Want That Bottle Of Soda Because It’s Easy To Pick Up Context: What your brain doesn’t know about how your brain works might just kill you. Or at least give you a mad sugar rush. Synopsis:

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Image credit: Juhan Sonin, “Intern Critique“, May 23, 2014, Flickr

Title: Collaboration through the Design Studio Context: There is an art to both the giving, and receiving, of criticism. Synopsis: Nobody likes to hear people tell them how much they suck. Rudeness is not intended to improve conditions, it is

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Kid drawing a smiley face in the condensation on a window

Title: The New Voice of YOU: Communicating Through the Digital Interface Context: How to Win Friends and Influence People with people (not “user”)-centric UX. Synopsis: When you meet a new person and want that person to like you do you

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Title: Behind the scenes: Design sprint with Gimlet Media Context: If you build it, they will come. But how do you know what to build in the first place? Design sprint prototypes. You’re welcome. Synopsis: The Greatest Idea In The

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Designer talking to Notdesigners

Title: Why designers need to step outside design Context: Communication is a design skill. Condescension is not. Synopsis: One of the basic mandatory skills any halfway competent designer requires is empathy. We leverage it day-in and day-out as we seek

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Zombie user interface

Title: 3 things poor interfaces and zombies have in common Context: The danger posed to society at large by the undead pales in comparison to the existential threat of poor UX. Synopsis: It is a forgone conclusion that at some

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