What I’ve been reading lately (week 40)
Oops, been cheating with the linking, but at least a bunch of design related articles I’ve been paying attention to lately.
- Giving Our Clients The Best Deal In Mobile
Are we cheating our clients when it comes to mobile? More precisely, are we allowing our desire for mobile work to get in the way of providing our clients with the best solution for their business needs? This is the uncomfortable question we asked ourselves recently when redesigning our agency’s website, and we want to discuss it with the broader Web community: You, dear reader.
- The Broken Telephone Game of Defining Software and UI Requirements
The broken telephone game is played all over the world. In it, according to Wikipedia, “one person whispers a message to another, which is passed through a line of people until the last player announces the message to the entire group. Errors typically accumulate in the retellings, so the statement announced by the last player differs significantly, and often amusingly, from the one uttered by the first.”
- Crafting a Mobile App: a UX Design Case Study for Startups | The Art of Ass-Kicking
- How to explain the interaction between UX and Development in Agile
This infographic comes from Target Process
- Validate your planned user experience
Wow your visitor with interfaces that influence and inspire. Jodie Moule explains the need to plan and validate user experiences This article first appeared in the book Killer UX Design by Jodie Moule – this chapter offers insight into UX prototyping, testing and validating.
- Combining Responsive and Adaptive Strategies to Solve Mobile Design Challenges
When creating sites for the current market, UX designers and business decision makers face the daunting task of figuring out how to deliver the wow-factor website across desktops, tablets, and smartphones. Sometimes this even includes having to cater for native apps within the same project plan.
- Security vs. Design: Standing at Odds?
Concerns about customer loyalty, fueled by recent online security breaches and mobile privacy snafus, have left software design and security teams at a crossroads. Both agree that building trust is central to achieving and maintaining strong customer engagement. However, exactly how to build that trust remains a heated point of contention.
- Know Thy User: The Role of Research in Great Interactive Design
At the recent HOW Interactive Design Conference in Washington DC, I gave a presentation called “Know Thy User: The Role of Research in Great Interactive Design.” This 30-minute high-level talk was intended to provide conference attendees with repeatable processes that will help them integrate user research into their interactive projects
- Moments that Matter … Moments that Don’t
As consumers access more information across emerging media channels and new devices, marketers have responded by perceiving every new interaction as an available touchpoint to connect with and engage their target audiences. This has created an overpopulation of brand messaging that has had the reverse effect of dangerously distancing consumers at critically important buying moments
- UX As Strategy Or Design? A Roundtable Discussion
At UX Week 2012, Adaptive Path co-founder Peter Merholz presented a, well, provocative talk called “User Experience Is Strategy, Not Design”.
- A User Experience Analysts Take on the iPhone 5
As everyone is aware by now, the iPhone 5 released last week. Along with it came an updated iOS in addition to a new charging cable. We wanted to talk about the iPhone more simply and with less of an agenda, because as it seems a lot of places are trying to sway you one way or the other
- Fixing A Broken User Experience
Unless you’re developing completely new products at a startup, you likely work in an organization that has accumulated years of legacy design and development in its products. Even if the product you’re working on is brand spanking new, your organization will eventually need to figure out how to unify the whole product experience, either by bringing the old products up to par with the new or by bringing your new efforts in line with existing ones. A fragmented product portfolio sometimes leads to an overall broken user experience.
- Five Things to Know When Designing a Windows 8 App
With the introduction of Microsoft Surface—an upcoming series of tablets hoping to merge the touch and desktop experience into one device that will run Windows 8—the interest in Microsoft’s latest OS is on the rise.
- eBay Inc.: The $ 200 million button – ROI from User Experience Research – GfK SirValUse
- Mo’ Pixels Mo’ Problems
Mobile devices are shipping with higher and higher PPI, and desktops and laptops are following the trend as well. There’s no avoiding it: High-pixel-density, or “Retina,” displays are now becoming mainstream—and, as you’d expect, our websites are beginning to look a little fuzzy in their backlit glory. But before we go off in the knee-jerk direction of supersizing all our sites, we must identify the problems ahead and figure out the most responsible way forward—keeping our users in mind first and foremost.
- Designing for Mobile, Part 1: Information Architecture
Mobile devices are clearly here to stay, and along with them come a whole host of new constraints (and opportunities) for our designs. Let’s take a look at how we might update our approach.
- User Research: Look & Listen
There are already a large number of posts discussing user research planning and structure so I didnt really see the need for one more. What I did want to document, is the ‘people’ aspect of the research and summarize which techniques that worked well for me.
- Five Critical Quantitative UX Concepts
If you’re in User Experience, chances are you probably didn’t get into the field because of your love of math.
- Why User-Centered Design is Not Enough, by John Wood
- Attributes of Innovation
People often say: “Be innovative!” You may have heard this from your boss or colleagues. Everyone wants to be ahead of the curve and lead their industry—to set an example for others to follow. In the digital sphere, customer- and service-oriented products are in the midst of a great many innovations right now, with the emergence of elements like cloud computing, tablets, mobile location services, and social media integration. Now is a fertile time for innovation. But what does it take to be innovative? What does an innovative product look like?
- iOS6 Maps Is An Incredible Gift to UX and Content Professionals
If you’ve been under a rock for the last week, you might’ve missed that when Apple released iOS6, they changed their Maps application away from using Google’s maps to using something Apple has created. It’s possible you also missed that the shift to their own map data has not made iOS6 users happy.
- The UX of Minimum Viable Products (MVPs)
a lot of UX designers I talk to, especially those coming from a traditional UX background, are finding it quite challenging to wrap their head around the idea of an MVP. I mean what is an MVP anyway? And how the flip do I go about designing this…thing?
- UX Sketching And Wireframing Templates For Mobile Projects
Today we are happy to release two printable UX sketching and wireframing templates, designed by Pixle for Smashing Magazine’s readers. This article presents Outline, a set of sketching and wireframing papers for mobile platforms and Tapsize, a set of templates for checking optimal tap areas without a mobile device.
- How Microsoft Embraced Design, Without Steve Ballmer
Between Windows 8 and Windows Phone; Xbox 360 and Kinect; the Surface tablet and new versions of Office, Outlook, and Internet Explorer, you may have noticed that Microsoft, a traditionally engineering-centric company, is undergoing a design revolution. But the origins of Redmond’s newfound sense of design are difficult to trace, not least because Microsoft’s CEO Steve Ballmer is said not to be driving the change.
- Mistaking the Edges for the Norm
Humans have some common traits, but when you start to design or develop any sort of program (be it government services or social software ) you start to realize that social at scale has many variations to how humans are social.