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CATALOGING THE ART AND SCIENCE OF USER EXPERIENCE DESIGN

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Stare. Press. Curse. Kick: A simmering tale of elevator UI failure.
28 Jul 2014

Stare. Press. Curse. Kick: A simmering tale of elevator UI failure.

by InteractiveMark | posted in: UI | 0

Title: Nonsensical UX: The Strange Case of an Elevator Touch Screen Context: In UI—as in life—just because you can, certainly does not mean that you should. Synopsis: We’ve undoubtedly all seen it: the inexplicable UI. You stand there staring at … Continued

elevator, fail, touchscreen
#ux iota: Telling stories is hard. Making up bullshit is easy.
24 Jul 2014

#ux iota: Telling stories is hard. Making up bullshit is easy.

by InteractiveMark | posted in: #ux iota | 0

Calling yourself a storyteller doesn’t make it so. And the truth is, telling a story about how you are a storyteller is often a work of fiction. via vimeo.com

bullshit, Stefan Sagmeister, storytelling, video, Vimeo
If you want to Cmd-I about making your UI quicker to navigate Cmd-O your mind first.
12 Jul 2014

If you want to Cmd-I about making your UI quicker to navigate Cmd-O your mind first.

by InteractiveMark | posted in: software | 0

Title: The Invisible Interface Context: Keyboard shortcuts are the red headed stepchild of mouse-less interaction. Doesn’t mean they aren’t beloved by those who know them best. Synopsis: Does anyone in their right mind actually use their mouse to select a … Continued

desktop, interaction, interface, keyboard shortcuts, navigation
#ux iota: God doesn’t need to save the Queen, the well designed UK plugs will do just fine.
11 Jul 2014

#ux iota: God doesn’t need to save the Queen, the well designed UK plugs will do just fine.

by InteractiveMark | posted in: #ux iota | 0

Know those big, chunky, UK electric plugs? Apparently they designed a heck of a lot of safety features into those 3-pronged-foot-daggers-in-the-night. Except for the whole foot-dagger thing. via youtube.com

features, plug, safety, UK, video, YouTube
#ux iota: Rock beats scissors. Scissors beats paper. Paper beats remote control.
7 Jul 2014

#ux iota: Rock beats scissors. Scissors beats paper. Paper beats remote control.

by InteractiveMark | posted in: #ux iota | 0

How many remote control buttons would a woodchuck chuck if a woodchuck was sick of all the buttons he never used getting in his way all the time? via twitter.com

buttons, complexity, customization, remote control, TV
Design: It’s all about the Benjamins.
4 Jul 2014

Design: It’s all about the Benjamins.

by InteractiveMark | posted in: culture | 0

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 … Continued

companies, performance, problem solving, profit, research, user-centric
Yo momma’s icons are so hollow her users get cognitive fatigue from using her UI’s.
3 Jul 2014

Yo momma’s icons are so hollow her users get cognitive fatigue from using her UI’s.

by InteractiveMark | posted in: UI | 0

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 … Continued

iconography, research, study, visual design
If Agile was easy everyone would be doing it. What? Everyone IS doing it? Crap…
1 Jul 2014

If Agile was easy everyone would be doing it. What? Everyone IS doing it? Crap…

by InteractiveMark | posted in: process | 0

Title: Doing UX in an Agile World: Case Study Findings Context: Agile: It’s not just about programming anymore. Now UX designers get to suffer as well. Synopsis: There is an apocryphal saying about democracy being the worst form of government … Continued

agile, case studies, development, Nielsen Norman Group, teams
How to design a great design team.
30 Jun 2014

How to design a great design team.

by InteractiveMark | posted in: culture | 0

Title: Nine patterns among great UX teams Context: The difference between a good design team and a great one actually has little to do with the design skills of the team itself. Synopsis: I wish I could say that there … Continued

Cameron Moll, collaboration, patterns, teams
The next time someone tells you that your new idea is stupid don’t forget to thank them.
24 Jun 2014

The next time someone tells you that your new idea is stupid don’t forget to thank them.

by InteractiveMark | posted in: innovation | 0

Title: Spotify’s Design Lead on Why Side Projects Should Be Stupid Context: There are no stupid ideas. Only stupid people too stupid to turn a stupid idea into something great. Synopsis: There are 2 types of great idea. The first … Continued

ideas, side project, Spotify, stupid
I don’t even care if it’s 100% true or not, this statistic just became my favorite one ever.
16 Jun 2014

I don’t even care if it’s 100% true or not, this statistic just became my favorite one ever.

by InteractiveMark | posted in: miscellanea | 0

Title: Why UX is critical: every $1 invested in UX yields a $2 to $100 return Context: If UX was the stock market companies would be throwing money at it. But its not. So they don’t. Synopsis: If only there … Continued

business, financial, investment, ROI, statistics
#ux iota: A top 10 list of the best UX infographics begs the question: can 2 internet wrongs make a right?
16 Jun 2014

#ux iota: A top 10 list of the best UX infographics begs the question: can 2 internet wrongs make a right?

by InteractiveMark | posted in: #ux iota | 0

If a picture is worth a thousand words I figure an infographic has to be worth a couple of dozen at least. via blog.usabilla.com

infographics
When all you have are marketing metrics, every problem looks like a quantifiable analytics proposition.
5 Jun 2014

When all you have are marketing metrics, every problem looks like a quantifiable analytics proposition.

by InteractiveMark | posted in: miscellanea | 0

Title: Choosing the Right Metrics for User Experience Context: Not everything that counts can be counted, and not everything that can be counted counts. Einstein said that. I just repeated it. Synopsis: Analytics are easy, right? Just treat all of … Continued

analytics, KPIs, measurement, metrics, usability
You can learn a lot about design in a Google minute.
29 May 2014

You can learn a lot about design in a Google minute.

by InteractiveMark | posted in: design | 0

Title: A conversation about design Context: Very brief insights from the Google design team. They say “simple” a lot. Synopsis: Design cultures all have their own core set of beliefs, yet at the same time those beliefs are also predicated … Continued

case studies, designers, Google, simplicity, usability
Design is the never-ending search for the knowns that you know are unknown.
23 May 2014

Design is the never-ending search for the knowns that you know are unknown.

by InteractiveMark | posted in: design | 0

Title: Only Openings Context: Sometimes design is about bringing end to the old order and sometimes it is about adapting to it. Synopsis: The last thing a designer wants to do is insult the intelligence of the people using his … Continued

context, knowledge, solutions, speech, success, unknowns

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