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CATALOGING THE ART AND SCIENCE OF USER EXPERIENCE DESIGN

Latest Posts

#ux iota: Many rules to design by in convenient “principles” format.
10 Apr 2012

#ux iota: Many rules to design by in convenient “principles” format.

by Mark Congiusta | posted in: #ux iota | 0

The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments or the web. Of late, many web applications have reflected a lack of understanding of many of these principles of interaction design, … Continued

design principles, rules
Will you click on this link or won’t you? These and other exhausting questions answered within…
5 Apr 2012

Will you click on this link or won’t you? These and other exhausting questions answered within…

by Mark Congiusta | posted in: users | 0

Title: Decision Fatigue is Why Designers Need to Respect Consumers Context: Making your users make too many decisions makes them make other purchasing decisions. Synopsis: Click here or click there? Drag this and drop where? Right click or file menu? … Continued

decision fatigue, overwork, workflow
You are creative if you do, but defintely won’t be creative if you don’t.
29 Mar 2012

You are creative if you do, but defintely won’t be creative if you don’t.

by Mark Congiusta | posted in: innovation | 0

Title: Creativity Lessons from Charles Dickens and Steve Jobs Context: Creativity comes to one only once one stops trying so hard to be creative. Synopsis: There is an accidental nature to creativity that flies in the face of those people … Continued

Charles Dickens, creativity, experiences, Steve Jobs
#ux iota: Necessity may be the mother of invention, but disappointment is the mother of creativity.
26 Mar 2012

#ux iota: Necessity may be the mother of invention, but disappointment is the mother of creativity.

by Mark Congiusta | posted in: #ux iota | 0

Banging your head against a wall in frustration is an essential—and perhaps needlessly painful—part of creativity. via vimeo.com

creativity
Zen and the art of personal computer desktops.
22 Mar 2012

Zen and the art of personal computer desktops.

by Mark Congiusta | posted in: design | 0

Title: Beyond the Surface: 15 Years of Desktop Aesthetics Context: Don’t judge a man by his computer desktop…On second thought, maybe you should… Synopsis: Look at your computer desktop. No. Really look at it. Does it still have the OEM … Continued

desktop, history, iconography, personalization
You don’t have *a* good idea. You have a ton of ideas and maybe one of them turns out to be good.
21 Mar 2012

You don’t have *a* good idea. You have a ton of ideas and maybe one of them turns out to be good.

by Mark Congiusta | posted in: innovation | 0

Title: Human Demo: New Yorker Cartoonist Matthew Diffee Shows How To Be Creative Context: Ideas are a dime a dozen, but you’d better be prepared to work hard for that .10¢ Synopsis: Ideation is a game whose success is measured … Continued

creativity, ideas
The only constant in life is change. The only constant in software is that your users react poorly to change.
16 Mar 2012

The only constant in life is change. The only constant in software is that your users react poorly to change.

by Mark Congiusta | posted in: software | 0

Title: Design Changes and Power Context: People only fear the change they don’t have any control over. Synopsis: Personally, I love nothing more than software updates. Getting that popup telling me to download the newest version of the software I’m … Continued

change
An interview with the “Ive” League of design. (Oh, that’s clever.)
12 Mar 2012

An interview with the “Ive” League of design. (Oh, that’s clever.)

by Mark Congiusta | posted in: design | 0

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 … Continued

Apple, designers, interview, Jonathan Ive
Paying homage to the timeless craftsmanship of superlative user experience. In Brooklyn.
6 Mar 2012

Paying homage to the timeless craftsmanship of superlative user experience. In Brooklyn.

by Mark Congiusta | posted in: process | 0

Title: Made By Hand Context: Nothing is more important than craft. Synopsis: Invariably user experience design is associated with mass produced goods. I’m not really sure why. Maybe it’s because it is hard to fathom that something that takes as … Continued

Brooklyn, craft
You want to know how users use the system you designed? You can’t handle how users use the system you designed.
6 Mar 2012

You want to know how users use the system you designed? You can’t handle how users use the system you designed.

by Mark Congiusta | posted in: users | 0

Title: What’s the waiter doing with the computer screen? Context: Knowing how you want users to behave and how users actually behave are rarely the same thing. Synopsis: This has to be one of the most interesting anecdotes about how … Continued

behavior, hack, system design, testing
User experience isn’t a bunch of hocus pocus. But it might help if you had a few tricks up your sleeve.
5 Mar 2012

User experience isn’t a bunch of hocus pocus. But it might help if you had a few tricks up your sleeve.

by Mark Congiusta | posted in: users | 0

Title: Teller Reveals His Secrets Context: Getting a user to do what you want need not be a mystical endeavor. Synopsis: “How’d he do that?!?!” Even the most prosaic child’s birthday party magician is bound to hear this more often … Continued

magic, perception, psychology
Do users only have experiences on digital devices? Then stop designing only for them.
2 Mar 2012

Do users only have experiences on digital devices? Then stop designing only for them.

by Mark Congiusta | posted in: design | 0

Title: Breaking Through the Glass : Designing Digital Experiences Beyond the Screen Context: What is interaction design when everything is interactive? Synopsis: Tell someone that you are a user experience designer and the small percentage of people who don’t stand … Continued

future, interaction design, interface, space
Stop giving people the things they want and start giving them the means with which to get what they need.
1 Mar 2012

Stop giving people the things they want and start giving them the means with which to get what they need.

by Mark Congiusta | posted in: users | 0

Title: Experiences vs. Possessions: You Are What You’ve Done, Not What You Own Context: He who dies with the most toys may win, but he who has done the most is too happy to care who wins. Synopsis: If you … Continued

experiences, satisfaction, value, zen
Give the people what they want. If you want to go out of business that is.
23 Feb 2012

Give the people what they want. If you want to go out of business that is.

by Mark Congiusta | posted in: innovation | 0

Title: 3 Ways To Predict What Consumers Want Before They Know It Context: Innovation is by definition, something that your customers have never seen before. Synopsis: Of course we all know that it is our job to delight customers with … Continued

customers, research
#ux iota: Follow that pen!
22 Feb 2012

#ux iota: Follow that pen!

by Mark Congiusta | posted in: #ux iota | 0

Maybe it’s not the pen that moves, but rather the rest of the world underneath it… via vimeo.com

drawing, sketching, video

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