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Don’t Build It, Fake It First – Prototyping for Mobile Apps

Don’t Build It, Fake It First – Prototyping for Mobile Apps

The design phase for mobile applications should include a prototyping stage. It is at this point that users can “play” with your ideas and concepts and give you valuable feedback that shapes the final designs before you begin development. This can save time and money in development and create products that offer significantly better user experie...

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  • 2 months ago
One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX

One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX

In the 1980s and ‘90s, our technology-loving civilization rode the wave of Personal Computing – one computer per person. As computers became smaller and less expensive to produce, every worker—or indeed, every person—could have one at his/her disposal. With the rapid rise of Ubiquitous and Mobile computing, the situation had certainly changed by...

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  • 2 months ago
Self-Actualization: Maslow's Hierarchy of Needs

Self-Actualization: Maslow's Hierarchy of Needs

The things we use and consume may satisfy the first four levels of needs in Maslow's hierarchy of needs, but they will never provide us with the characteristics, outlined below, which help us identify the attainment of self-actualization. Take all the safety, love, etc. you like; for all their importance, they don’t complete the jigsaw that make...

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  • 2 months ago
Customer Touchpoints - The Point of Interaction Between Brands, Businesses, Products and Customers

Customer Touchpoints - The Point of Interaction Between Brands, Businesses, Products and Customers

There are as many different definitions for the word “touchpoint” in customer experience design and marketing as there are flavors on the average restaurant menu. Why? Because these disciplines have been evolving rapidly over the last decades and terminology has become fluid rather than static. To make matters more complicated – the term “touchp...

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  • 2 months ago
Minimum Viable Product (MVP) and Design - Balancing Risk to Gain Reward

Minimum Viable Product (MVP) and Design - Balancing Risk to Gain Reward

The idea of the minimum viable product (MVP) has been around for some time. The term itself was coined by Frank Robinson but was made popular by two influential names in product design – Steve Blank, a serial-entrepreneur and academic, and Eric Ries, the pioneer of the Lean Startup movement.What is an MVP?The simplest definition is that an MVP m...

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  • 2 months ago
14 Barriers to Ideation – and How to Overcome Them

14 Barriers to Ideation – and How to Overcome Them

Would you like to facilitate successful ideation sessions? Or would you like to learn how to contribute to ideation processes in your team more effectively? In either case, you should know the ideation traps and how you can prevent yourself and your team from falling into them. You should give the following 14 important barriers to ideation your...

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  • 2 months ago
Monitoring Player Motivation for Gamification

Monitoring Player Motivation for Gamification

One of the big questions facing us as gamification designers is, “When will your player get bored of your gamification project, and how can you keep their interest as long as possible?” Fortunately, there are ways to monitor player motivation so that you can respond to them accordingly. In their book, Gamification at Work: Designing Engaging Bus...

  • 279 shares
  • 2 months ago
Ideation for Design  - Preparing for the Design Race

Ideation for Design - Preparing for the Design Race

Ideation is easy to define. It’s the process by which you generate, develop and then communicate new ideas. Ideas can take many forms such as verbal, visual, concrete or abstract. The principle is simple to create a process by which you can innovate, develop and actualize new products. Ideation is critical to both UX designers and learning exper...

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  • 2 months ago
How to Recruit Users for Usability Studies

How to Recruit Users for Usability Studies

You’re going to need to conduct usability studies at some point during your design work. That may be for a product or for an information visualization but if you don’t know whether your outputs are usable – you cannot begin to guarantee a user experience. Usability testing is so important that even presidents get involved (above you’ll see Barac...

  • 241 shares
  • 2 months ago
Product Thinking is Problem Solving

Product Thinking is Problem Solving

It can be easy to get bogged down in developing features when we get into user experience design. It’s not that features aren’t important but that they are often secondary to the reason a customer or user buys our product. That reason is simple; the user buys the product to solve a real world problem for themselves.In practice that means we have...

  • 247 shares
  • 2 months ago
An Introduction to Usability

An Introduction to Usability

Usability and user experience (UX) are not the same thing: the usability of a product is a crucial part that shapes its UX, and hence falls under the umbrella of UX. While many might think that usability is solely about the “ease of use” of a product, it’s actually more than that. The ISO 9421-11 standard on usability describes it as: “The exte...

  • 137 shares
  • 2 months ago
How to Conduct User Interviews

How to Conduct User Interviews

User interviews can be a great way to extract information from users for user experience understanding, usability understanding and ideation. They are cheap and easy to conduct and can be readily conducted by anyone who can ask questions and record the answers. Author/Copyright holder: Heinrich-Böll-Stiftung. Copyright terms and licence: CC BY-...

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  • 2 months ago
How to Conduct User Observations

How to Conduct User Observations

Observing users interacting with a product can be a great way to understand the usability of a product and to some extent the overall user experience. Conducting observations is relatively easy as it doesn’t require a huge amount of training and it can be relatively fast – depending on the sample size of users you intend to observe.Author/Copyri...

  • 191 shares
  • 2 months ago
Tips for Writing a CV for a UX Job Application

Tips for Writing a CV for a UX Job Application

It’s not really fair that before we can show an interviewer how great we are for their position – we have to land that interview in the first place. A good CV can make or break your career prospects; you cannot get a great job without getting an interview. Sadly, in nearly all professions including UX many CVs are simply not fit-for-purpose.Why ...

  • 321 shares
  • 2 months ago
Getting Lost and Found – Maps and the Mobile User Experience

Getting Lost and Found – Maps and the Mobile User Experience

The ability to harness GPS data and map data on smartphone platforms offers designers a chance to enhance the user experience of their products. However, in order for maps to deliver better experiences for users – it’s important to integrate these features with UX in mind. There are some sensible rules that can be used to increase your chances o...

  • 338 shares
  • 2 months ago
How to Conduct a Cognitive Walkthrough

How to Conduct a Cognitive Walkthrough

Cognitive walkthroughs are used to examine the usability of a product. They are designed to see whether or not a new user can easily carry out tasks within a given system. It is a task-specific approach to usability (in contrast to heuristic evaluation which is a more holistic usability inspection). The idea is that if given a choice – most user...

  • 222 shares
  • 2 months ago
Test Your Prototypes: How to Gather Feedback and Maximise Learning

Test Your Prototypes: How to Gather Feedback and Maximise Learning

Once you’ve built your prototypes based on the ideas you and your team generated, it’s time to gather feedback from the people on whom you are testing these. Optimising how you gather feedback — and, therefore, learn from your prototypes and users — is essential to help you save time and resources in the Prototype and Test stages of the Design T...

  • 423 shares
  • 2 months ago
Simplicity in Design: 4 Ways to Achieve Simplicity in Your Designs

Simplicity in Design: 4 Ways to Achieve Simplicity in Your Designs

Learn ways to achieve simplicity in your designs and recognize why certain designs are overly complex. Simplicity is evident in many of the widely-used products created by some of the most successful companies. Simplicity is also one of the key reasons why some companies do better than their competitors. Google’s search engine, Apple iPhones, an...

  • 419 shares
  • 3 months ago
How to Change Your Career from Web Design to UX Design

How to Change Your Career from Web Design to UX Design

Changing careers isn’t as hard as it’s often made out to be, especially if you’ve got the right resources to help you make the change. For many web designers, now is the perfect time to make the switch into UX design. To start with, there’s the monetary boost that comes with the change in career. According to PayScale, web designers in the US ea...

  • 303 shares
  • 3 months ago
Consistency: MORE than what you think

Consistency: MORE than what you think

Let’s examine a subject that has more to it than meets the eye. Applying a deeper appreciation of consistency to your designs will yield precious results, including keeping users happy. Consistency enables users to feel familiar with your website, your brand, etc. and to be reassured that it is your company with whom they are interacting.Ensuri...

  • 195 shares
  • 3 months ago