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Cataloging the art and science of user experience design
research
Designing science

Title: Bringing Design to Science Context: When design and science work together, the outcomes are exponentially greater. It’s just science. Synopsis: Designers are indeed artists in a very real sense. We interpret contexts to yield results that communicate truths to

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Autonomous vehicle empathy

Title: Why These German Researchers Became Self-Driving Cars Context: Design empathy isn’t just for users anymore. Synopsis: As designers, we constantly fret over the conditions within which our end users must operate. We often go to great lengths to put

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The Growth of Experimentation chart

Title: The Surprising Power of Online Experiments Context: If at first your design doesn’t succeed, multivariate test it against a control option. Synopsis: We’ll never admit it in polite company, but the truth is that a fair amount of the

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Title: How to use empathy in design without killing millions of women Context: Empathy is neither good nor bad, it is in the eye of the beholder. Synopsis: Traditionally, empathy gets a pretty good rap. If you are empathetic, you

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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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Picasso as a proxy for creativity

Title: Domain Specificity of Creativity: Theory, Research, and Practice Context: Creativity does not succeed without expertise. It’s just science. Synopsis: From the time we are young, individuals are categorized. He’s a good athlete. She’s smart. Those guys over there eating

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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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Pixar's design process

Title: 4 Design Lessons From The Pixar Team Context: Pixar doesn’t just “make” movies, they design them. And like all design, they have a process. Synopsis: Creative genius is messy. You could not possibly recreate the superlative talents of a

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Telephone dialpad

Title: Telephone Keypad Design Context: Why we dial the phone the way we do: user research. Synopsis: Did you ever stop to think about why the dialing buttons on your phone are arranged the way they are? Wait! Don’t leave

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Title: The Science of Happy Design Context: Rather than efficient, connected, and smarter what if we instead designed technology to make us happy? Synopsis: If you wrote down all of the values that we aspire to when working towards a

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Dilbert cartoon

The team that designs a product for themselves has an idiot for an end user. via twitter.com

Listen, ProfitImage credit: John, “Listen, Profit”, June 6, 2007, Flickr

Title: The Bottom Line Value of Design Context: The most certain path to profit is great design. No you can’t have a raise. Synopsis: The evidence is no longer anecdotal, design commitment is the single most important business differentiator that

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Icons used in research project

Title: Are Hollow Icons Really Harder to Recognize Than Solid Icons? A Research Study Context: The age old argument between solid and outlined icons finally gets settled. A long 12 months of conflict finally resolved! Synopsis: There are many assumptions

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Title: The Art of Guerilla Usability Testing Context: No time, budget, or access to full usability research resources? Go guerrilla on their ass instead. Synopsis: For those of you who have the luxury of full time research resources at your

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Title: Recent Research in User Experience Context: What’s new and cool in the user experience world? Glad you asked that. Synopsis: The line between user experience and code becomes less important every day. The underlying technologies are the literal manifestations

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