One of our finest tasks as designers is to filter the abundance of choice into easily digestible bits. Creating great interfaces is as much about motivating, teasing, leading, and guiding users along—so that they experience value, faster—as it is to improve usability by removing friction. This requires an endeavor into product psychology and the art…
It’s common in our field to hear that we don’t get enough time to regularly practice all the types of research available to us, and that’s often true, given tight project deadlines and limited resources. But one form of user research–contextual inquiry–can be practiced regularly just by watching people use the things around them and…
A quote that I stumbled on during grad school stuck with me. From the story of the elder’s box as told by Eber Hampton, it sums up my philosophy of working and teaching: “How many sides do you see?” “One,” I said. He pulled the box towards his chest and turned it so one corner…
From the early Christians to the Eames, we’ve been telling stories in space. Now that media installations are becoming more prevalent, how do we use them to inspire and effect users? Second Story faced that challenge when they created an installation for the University
Finding the holistic solution
How does Agile work effectively when redesigning a site? James Kelway uses case studies as starting points to explore how Agile and UCD can work together during wholesale redesigns.
Nate and Tony tell us about their research and design strategy approach for Stanford University’s local governments emergency response templates during the H1N1 outbreak.
One of the central tensions when
managing a Wiki is between centralized control and anarchy. Matthew Clarke presents a case study and guidelines
for effective use of Wikis in an
A Look at How Bolt|Peters Researched Usability for Spore
Video game research is mostly focus groups and controlled lab play. For EA’s Spore, Bolt|Peters set out to do better by letting the users play the game in a natural environment, without interference from other players, researchers, or arbitrary tasks.
Reaching Users with Word and Image
Though popular in the development process, designers can use comics for communication to consumers as well. Rahel Anne Bailie digs into her past to show us how she has used comics in the past in the hope that we can utilize them with a wider audience.
Failure is a matter of timing
Some failure allows organizations to learn and grow; others times it can be catastrophic. In Part 2 of his series, Peter Jones explores timing dynamics of large projects and alternatives to the framing of UX roles and organizations today.