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Cataloging the art and science of user experience design
users
Perceived performance timeline

Title: A Designer’s Guide to Perceived Performance Context: It’s not how fast you are, it’s how fast your users think you are. Synopsis: Einstein tells us that time is relative. Counterintuitively, the faster a body moves through space the slower

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Behavioral design

Title: The scientists who make apps addictive Context: “You can’t make people do something they don’t want to do.” Wanna bet? Synopsis: For all of its wondrous complexity, the human brain remains an imperfect machine. It cuts corners at times,

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NPS web satisfaction ratings

Title: Net Promoter Score: What a Customer-Relations Metric Can Tell You About Your User Experience Context: Not everything that can be measured matters and not everything that matters can be measured. Synopsis: Actionable metrics are the Holy Grail of UX.

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Product setup

Title: Why User Experience is the New Brand Loyalty Program Context: Customers love your product. Once they figure out how to set the damn thing up. Synopsis: Things usually don’t “just work”. Mostly because things are complex. Technology doesn’t in

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You would be more inclined to give feedback if great feedback were rewarded with...

Title: Why You Don’t Give Feedback Context: Want to hear what your users think about your product? Good luck with that. Synopsis: The squeaky wheel gets the grease. This old chestnut regarding the palliative effects of voicing one’s opinion about

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Sherlock Holmes: UX researcher at heart

Title: What user researchers can learn from Sherlock Holmes Context: The world’s greatest detective can teach us a thing or two about understanding end users. Synopsis: The bane of criminal masterminds and nefarious schemers throughout the whole of Victorian England

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Numbers interpretation

Title: The Psychology of Numbers in Design Context: Numbers, numbers everywhere, nor any data to drive behavior. Synopsis: Numbers are funny. Not “ha, ha” funny, but rather “huh, that’s strange” funny. Odd if you will. Even the even ones. Numbers

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Medical software (crappy) UI

Title: Our world is full of bad UX, and it’s costing us dearly Context: We don’t design things, we design for people and sometimes what we design just happen to be things. Synopsis: Design is not always a life and

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Title: Let Your Users Wait Context: We all have to wait sometimes, however it’s not the time you wait, but rather how you perceive the wait time that matters. Synopsis: Anticipation can be delicious. Suspense makes us tingle with excitement.

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T as in teaching TechImage credit: Kristina Alexanderson, "T as in teaching Tech", June 23, 2012, Flickr

Title: Calculated Misery: The Dark Side of UX Strategy Context: What’s worse; an unintentionally bad user experience or one designed poorly on purpose? Synopsis: One of the unassailable tenets of modern business is that failing to supply customers with a

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Push Button HardImage credit: Steven Depolo, “Push Button Hard”, December 11, 2008, Flickr

Title: Why We Should Design Some Things to Be Difficult to Use Context: Easier is not always better. Damn you Easy Button™! *shakes fist* Synopsis: People seem to prefer getting better at things to being good at things. Making noticeable

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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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User error dialog window.

Title: How Bad UX Makes Users Blame Themselves Context: Unless your design task is to “make users feel stupid”, you are going to need to work very, very hard to succeed. Synopsis: We’ve all been there. Staring clench-jawed at a

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Delight heirarchy

Title: Is There a Formula for Delight? Context: “Delight” is the newest UX buzzword. And the buzzing is deafening. Synopsis: We’ve all said it. It’s the latest in a long string of expletives we use in order to vaguely—but passionately!—declare

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Title: Breaking up with the User in User Experience Strategy? Context: There are only two types of people who have “users” for clients; us, and drug dealers. Synopsis: Semantics can be a helluva thing. You design stuff, but do you

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