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Cataloging the art and science of user experience design
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Jared Spool: rabble rouser?

Title: Everyone is a designer. Get over it. Context: Controversial opinions being expressed on the internet?!?! What is this world coming to? Synopsis: Allow me to begin by nitpicking the very premise of this article, which is—dare I say—poorly designed.

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Redesigning the wheel

Title: Makeover Mania: Inside the 21st-Century Craze for Redesigning Everything Context: There is nothing new under the sun. Which is why it all should be redesigned from the ground up. Including the sun. Synopsis: People get used to the familiar.

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System failure

Title: The Edges Context: It’s all fun and games until your user experience runs into someone else’s user experience. Synopsis: You spend months crafting your product’s user experience. You consider every detail. Sweat over each pixel. Obsess over all of

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Value vs. Feasibility in usability debt

Title: How to Effectively Address the Usability Debt Within Your Product Context: Never put off until tomorrow any usability debt you can clear off your backlog today. Synopsis: There are lies, damn lies, and the promise we make to ourselves

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Usage vs. Features graph

Title: Before You Plan Your Product Roadmap Context: Some of your users may use some of your features some of the time but if none of your users are using all of your features any of the time, you’ve got

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Inverse proprotionality between good UX design and number of PowerPoints used to describe the end product.

Title: Value of UX Design Context: Less Powerpoint! More product customization! Synopsis: If you have a job where you have to use tools designed specifically for business purposes, odds are that you want to stab yourself in the face whenever

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Oh, of course. Now I see.

Title: The Obvious, the Easy, and the Possible Context: It’s not a question of minimizing complexity, it’s rather about optimizing obviousity [sic]. Synopsis: They never said it would be easy. In this case, “they” are most likely “us” (if “us”

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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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Title: Stop Thinking About User Interface: A Product Approach for Designing Products of the Future Context: Before assuming that a GUI is the answer you might want to first reconsider the question. Synopsis: When you are a software designer, every

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Design Team Morale vs. Product Quality matrix

Title: UX Is a Canary in a Coal Mine Context: Happy designers = better products. So make sure your designers are happy dammit! Synopsis: Are you happy? Not always an easy question to answer I know. Happiness comes and goes,

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Here's your product on personality.

Title: Brand voice and UX: A starter guide Context: Usable and boring loses out to usable with personality every single time. Synopsis: As designers of products we sometimes like to consider ourselves above the mundanity of branding. “Our calling is

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IDEO's Lolzzz alarm clock wakes you up to the sound of a child's laughter.

Title: How Ideo Redesigned Monday to Be Less Awful Context: Hating Monday’s days are numbered thanks to design. Synopsis: Your alarm goes off in a shriek of canned, looping banality. Your calendar overflows with other miserable souls who too have

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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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Title: 11 Movements to Replace Common Things Context: Designers are problem solvers. We sometimes even solve problems that don’t really exist. Synopsis: Don’t you hate calendars? And fire hydrants? And door knobs? And child proof pill bottles? Especially child proof

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Hiroshi Ishii Iceberg Model

Title: How to Design User Experiences for Tangible Digital Products Context: Once information is liberated from behind panes of glass user experience design stops being two dimensional. Synopsis: Up until now, most user experience professionals have had it pretty easy.

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