Workplace and Career

November 13th, 2012

Mythic Design

When I agreed to teach a twelve-week course on user experience design, I did what anyone of us would do: I went to find something to copy. I trolled the articles and syllabi I could find online, and I was horrified. Sometime in the years between Jesse James Garrett’s lovely diagram and his incendiary demand…

November 13th, 2012

Whither “User Experience Design”?

Like a lot of folks, I find the term “user experience design” awkward and unsatisfying, at once vague and grandiose, and not accurately descriptive of what I do. Too often it seems like a term untethered, in search of something — anything — we might use it to name. And yet I often call myself…

June 18th, 2012

The Past and Future of Experience Design

What a difference 10 years make

Once there was a big debate on: Is experience design about online and mobile interfaces or is it something more?

Ten years later, not only is it part of our professional language, designers are exploring its potential, learning from everything from science fiction to behavioral psychology.

May 22nd, 2012

Leaping Into Indie UX

In this podcast, Chris Baum speaks with Donna Spencer, Lynne Polischuik, Justin Davis and Erin Jo Richey at the 2012 IA Summit about their panel discussion: “Taking the plunge: Diving into Indie UX.” They share practical and personal experience of being an indie designer.

March 31st, 2010

How to Win Friends and Influence People Remotely

Tools to enable simple online collaboration of design and distribution of usability testing

Patrick Stapleton is the ultimate remote collaborator, working with teams and end users all over the world. He shares with us some tools and techniques that help him “stay in the game.”

May 16th, 2009

UX Book Clubs

Coming to a city near you

With their interesting approach and engaging format, UX Book Clubs are sprouting up all over the globe. Steve
Baty tells us about their genesis, the structure, and how the approach
encourages new learning and
participation.

December 18th, 2008

Flowmaps and Frag-Grenades, Part 2

An Interview with Halo 3's Colm Nelson

Five years ago, Colm Nelson captured a dream job as the Interaction Designer for the blockbuster Halo 3. He sits down with Bryce Glass for part two of a two-part series.

November 25th, 2008

Flowmaps and Frag-Grenades, Part 1

An Interview with Halo 3's Colm Nelson

Five years ago, Colm Nelson captured a dream job as the Interaction Designer for the blockbuster Halo 3. In the midst of his busy schedule, he sits down with Bryce Glass for part one of a two-part series.

In this second part of a two-part series, UX manager Anthony Colfelt follows up with some solid considerations when looking for your next superstar. Building a dreamteam goes beyond looking for tight technical skills: personal chemistry is needed to find that perfect match.

March 27th, 2008

We Tried To Warn You, Part 2

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.

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