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CATALOGING THE ART AND SCIENCE OF USER EXPERIENCE DESIGN

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I come to bury the design agency, not to praise it.
31 Oct 2014

I come to bury the design agency, not to praise it.

by InteractiveMark | posted in: culture | 0

Title: Silicon Valley Killed the Design Agency Context: Buying a design agency and bringing it in house does not a UX-led company make. But it’s better than the alternative. Synopsis: Several years ago, prior to the burst of the dot … Continued

agency, corporate, design thinking, Silicon Valley
People who are “all thumbs” will inherit the earth.
27 Oct 2014

People who are “all thumbs” will inherit the earth.

by InteractiveMark | posted in: UI | 0

Title: How to design for thumbs in the era of huge screens Context: Larger screens yield a better user experience. As long as you don’t consider your thumbs to be users. Synopsis: The apocryphal origin of the long necked giraffe … Continued

ergonomics, iPhone, mobile, screen size, thumbs
Apple speaks Australian.
23 Oct 2014

Apple speaks Australian.

by InteractiveMark | posted in: marketing | 0

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 … Continued

Apple, attention to detail, customers, iOS, localization
I Ideator
21 Oct 2014

I Ideator

by InteractiveMark | posted in: innovation | 0

Title: Isaac Asimov Mulls “How Do People Get New Ideas?” Context: Might be a good idea to take advice on good ideas from a guy who had more good ideas than most people have had ideas. Synopsis: The best kinds … Continued

brainstorming, creativity, ideas, Isaac Asimov
He who dies with the most stuff doesn’t win. He who dies having done the most stuff does.
18 Oct 2014

He who dies with the most stuff doesn’t win. He who dies having done the most stuff does.

by InteractiveMark | posted in: miscellanea | 0

Title: Buy Experiences, Not Things Context: If money isn’t buying you happiness maybe you are spending it on the wrong types of things. Synopsis: Everyone knows that delicious feeling the day before you are about to take a week or … Continued

behavior, experiences, happiness, objects
How do you define design? Let me count the ways: 1, 2, 3, 4, 5, 6…6 ways to define design.
17 Oct 2014

How do you define design? Let me count the ways: 1, 2, 3, 4, 5, 6…6 ways to define design.

by InteractiveMark | posted in: design | 1

Title: 6 Ideas That Define Design in 2014 Context: Hey design. What’s new with you? Oh these 6 things? OK then. Synopsis: Design is constantly evolving and while there are certainly inviolate articles of faith that maintain across its continuous … Continued

constraints, psychology, technology, WIRED by Design
#ux iota: The operative part of the phrase “e-mail” is actually not the “e” but rather the “mail”.
16 Oct 2014

#ux iota: The operative part of the phrase “e-mail” is actually not the “e” but rather the “mail”.

by InteractiveMark | posted in: #ux iota | 0

How—or more pertinently: why—do we continue to distinguish so clearly between digital and the physical world? Mail traditionally has form and substance and gravitas so maybe we should concentrate more on that then the “e”… via brendandawes.com

email, smart devices, video, Vimeo
All that glitters is design.
16 Oct 2014

All that glitters is design.

by InteractiveMark | posted in: design | 0

Title: A Golden Age of Design Context: The New York Times says we are in the golden age of design. They can’t lie about these things, right? Synopsis: It’s all coming together. Technology, ideas, business—all of it—and the result is … Continued

business, golden age, ideas, technology
It’s the little things in life that matter. Much like in a UI.
15 Oct 2014

It’s the little things in life that matter. Much like in a UI.

by InteractiveMark | posted in: UI | 0

Title: A Big Article About Wee Things: What Waldo Has to Do with Every Little Thing Context: If the devil is in the details then why are UIs that ignore them so evil? Synopsis: I don’t really care where Waldo … Continued

attention, details, feedback, icons, psychology
When A/B testing don’t forget the answer may turn out to be C) You’re an idiot.
14 Oct 2014

When A/B testing don’t forget the answer may turn out to be C) You’re an idiot.

by InteractiveMark | posted in: process | 0

Title: The tyranny of testing over design Context: Data doesn’t lie. But honesty is not a prerequisite of intelligence. Synopsis: Testing is good. But like anything else, too much of a good thing may not be so good. The law … Continued

common sense, data, design principles, user testing
Looking to delight your users? I myself would be delighted if we stopped overuse of the word “delight”.
13 Oct 2014

Looking to delight your users? I myself would be delighted if we stopped overuse of the word “delight”.

by InteractiveMark | posted in: users | 0

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 … Continued

buzzword, delight, needs
#ux iota: The idiot you know is worse than the idiot you don’t.
27 Sep 2014

#ux iota: The idiot you know is worse than the idiot you don’t.

by InteractiveMark | posted in: #ux iota | 0

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

cartoon, dilbert, end users, features, humor, research
If being wrong is right then I don’t want to be wrong. Right? Wrong!
26 Sep 2014

If being wrong is right then I don’t want to be wrong. Right? Wrong!

by InteractiveMark | posted in: design | 0

Title: Why Getting It Wrong Is the Future of Design Context: Sometimes the pursuit of perfection is paved with imperfection. Synopsis: Nobody is perfect. We are told this from the time we are children then immediately set about trying to … Continued

Degas, fail, imperfection, process
#ux iota: Diagramming designers’ divergence during development.
24 Sep 2014

#ux iota: Diagramming designers’ divergence during development.

by InteractiveMark | posted in: #ux iota | 0

The difference between a junior designer and a senior designer is a matter of perspective. Or a few diagrams at least. via medium.com

designers, diagrams, inforgraphic
Is software ever done? Does a bear use a bidet in the woods?
23 Sep 2014

Is software ever done? Does a bear use a bidet in the woods?

by InteractiveMark | posted in: software | 0

Title: Software is sometimes done Context: Finishing software used to happen all the time. Now it doesn’t. Software has become a process, not an object. Synopsis: Software gets “done” in much the same way a birthday cake doesn’t. The proverbial … Continued

architecture, done, iteration, updates

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