Written by Caroline Jarrett and Janice ‘Ginny’ Redish in UXmatters
July 29, 2019 — In this article, we’ll explain how readability formulas work and give you seven reasons why you shouldn’t use them. We’ll also show you better ways to learn whether the people you want to reach can find, understand, and use your content.
June 25, 2019 — Products start small and focused. They do one thing really well — and that’s the primary reason they become successful. A few years later, the team behind the product comes to the conclusion it has to do more. Features are added, new use cases are covered, and functionality becomes more sophisticated...
June 5, 2019 — For many organizations, innovation has become a top priority. If your organization wants to deliver better products and services, you’ll need to move beyond only matching your competitor’s functionality. You’ll need to solve problems for your customers and users that no competitor is currently solving.
May 21, 2019 — If you’ve ever tried to add UX to Scrum, you know that you can run into conflicts. For the most part, these conflicts are tactical. Scrum and UX share the same high-level goal, which is to produce great products and services that create value for people. But sometimes, the methods are difficult to reconcile.
May 5, 2019 — Adequately sized touch targets are critical for using an interface — let alone ease of use! We’ve all experienced frustration caused by small touch targets: visible, yet unresponsive to our taps — or worse, forcing us to accidentally trigger nearby links.
May 3, 2019 — Companies around the world have a hard time finding qualified UI and UX designers. To make matters worse, demand for UX professionals grows each and every year.
January 3, 2019 — Have you ever asked yourself why do you play a game? Besides the fact that it’s relaxing, most of the times you play one because it’s fun. You enjoy the process of trial and error and discovering new stuff when you play it. Whether it is a new story element, new level or new item in the game.
December 19, 2018 — Modern businesses are complex and unpredictable. Your customers are too. Attempting to boil down how well you’re meeting customers’ needs with one question and one metric is naive and risky. Instead, do the work to understand what success means to your customers and what that looks like in the usage of your service.
July 7, 2016 — Product Strategy emerges from experimentation towards a goal. Initiatives around features, products, and platforms are proven this way. Those KPIs, OKRs, and other metrics you are setting for your teams are part of the Product Strategy. But, they cannot create a successful strategy on their own.
July 3, 2016 — While branding has been around since people began buying and trading goods, the definition has evolved in the Digital Age. Today, brand is the holistic sum of customers’ experiences, composed of visual, tonal and behavioral brand components, many of which are shaped by interaction design.
August 29, 2015 — A few years ago, I started getting into video games like Katamari, Animal Crossing, and Borderlands 2. Their designs are astounding; each feels like I’m having a natural conversation with the game, and each introduces content in the moment I needed it. As a result, the game experience feels so dang smart, and I feel like a hero whenever I play.
Written by Julie Zhou in The Year of the Looking Glass
October 7, 2014 — There’s no doubt that the tech industry’s general understanding of “what is design?” has come a long way. I can’t remember the last time I had to explain to someone in a real-life work situation why it’s important to include designers in the initial stages of a project...
March 24, 2014 — This article is part of a new series about design principles that can serve both as a refresher for seasoned designers and reference for newcomers to the industry. Hopefully, the content covered here isn’t too obvious and self-explanatory, but it’s always great to have a nice quick refresher...
February 15, 2014 — When the internet was first becoming a thing, it was very different than it is now. It wasn't very interactive. To be honest, it barely had any interface design either. The great bulk of websites were just walls of text arranged into a semblance of order by tables with the borders turned off...
November 2, 2010 — Glorifying the supposed arrival of art direction on the web is one of the latest trends in interactive design. There are several galleries devoted to it. There’s even a plug-in for it. Sadly, many designers don’t understand the difference between design and art direction...