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Articles

Articles from around the web on all things user experience, sorted chronologically.

Page 11 (151 – 165 of 166 Articles)

Great Products Do Less, But Better

Written by Fabricio Teixeira in UX Collective

June 25, 2019Products 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...

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Baking Innovation Into Your Design Process

Written by Jared Spool in UX Strategy Playbook

June 5, 2019For 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.

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Agile Won’t Get You to Done: Here Are Four Ways to Fix That

Written by Josh Seiden in UX Collective

May 21, 2019If 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.

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Touch Targets on Touchscreens

Written by Aurora Harley in Nielsen Norman Group

May 5, 2019Adequately 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.

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Gamification: Motivation Model

Written by Eugen Eşanu in UX Planet

January 3, 2019Have 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.

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NPS Is A Waste Of Time. Use These Metrics Instead.

Written by Jeff Gothelf in jeffgothelf.com

December 19, 2018Modern 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.

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What Is Good Product Strategy?

Written by Melissa Perri in UIE

July 7, 2016Product 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.

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Brand Is Experience in the Digital Age

Written by Kate Kaplan in Nielsen Norman Group

July 3, 2016While 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.

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Content-First Design

Written by Steph Hay in A List Apart

August 29, 2015A 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.

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Design’s North Star

Written by Julie Zhou in The Year of the Looking Glass

October 7, 2014There’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...

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Design Principles: Visual Perception And The Principles Of Gestalt

Written by Steven Bradley in Smashing Magazine

March 24, 2014This 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...

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Towards A New Information Architecture

Written by Christina Wodtke in Good UX / Bad UX

February 15, 2014When 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...

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Art Direction And Design

Written by Dan Mall in A List Apart

November 2, 2010Glorifying 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...

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