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Cataloging the art and science of user experience design
Apple
Google Wear UI: draw emoji

Title: How Google Finally Got Design Context: If Google can achieve design superiority, anyone can. I hope. Synopsis: Remember how the minimal, search-box-only approach to “design” that Google built its empire upon was viewed as a success in spite of

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The horizontal world of Agile

Title: Why Do Managers Hate Agile? Context: The question is no longer “should we go Agile?” but rather “when?” Synopsis: Business buzzword alert: AGILE! Yes, we’ve all heard it repeated ad nauseam. “We’re doing Agile” has to be one of

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What a drug cartel can teach you about your business.

Title: The Most Important Design Lessons Of 2014 Context: What better way to prepare for the new year then by rehashing the old one. Design article retrospective people! Synopsis: Infographics lie. Apple designers aren’t the best. You should always get

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Evolution of the iPod

Title: Deliver the Future, Gradually Context: Everybody wants to design the next shiny new toy, just be sure that your customers are going to want to play with it first. Synopsis: The old(ish) saying tells us that the future is

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Apple iPhone UX vs Australia

Title: Optimising for the 0.33% Context: It’s a global market out there. Might want to keep that in mind when selling your stuff. Synopsis: If you’re doing it right, not all of your customers will live where you do. Obviously

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Title: Everything you know about Steve Jobs and design is wrong, according to one man who should know Context: The current importance of design in technology was not always thus. Synopsis: Think different. That’s what they do, right? Well Apple

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Title: Refinements, additions, and un-breaking stuff: iOS 7.1 reviewed
 Context: Attention to detail, iteration, and the ability to admit that you may have been wrong are all the hallmark of great software.
 Synopsis: Remember when iOS 7 was first released

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Title: iOS 7 User-Experience Appraisal Context: Lots of hype around iOS 7 usability improvements. But how much of it is warranted? Synopsis: As we play our never ending game of “keeping up with the latest OS improvements”, our most recent

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Title: Sir Jonathan Ive: The iMan cometh Context: The man. The myth. The designer. Synopsis: Who doesn’t love a good Apple-designed product? And why is that? Yes, yes because they pay attention to detail, and are insanely great, and understand

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Title: Dieter Rams, Ten Principles for Good Design and a Black Cube Context: Johnny Ive? Please. Dieter Rams was designing awesome stuff when Ive was crapping in his nappy. Synopsis: Dieter Rams, in many ways, changed design so that companies

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Title: UX is 90% Desirability Context: The word every UX designer wants to hear from their customers? “WANT!” Synopsis: Want and need are technically 2 different things. Traditionally things that you “want” are objects that you desire because you believe

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But recently, a simpler more straight-forward approach blew me away. Apple is supremely confident in its product, and maybe more important, the experience design it has put out there. There aren’t many products or brands that could use interaction and

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