“Social” is infiltrating not only consumer software, but also the enterprise. Designers must often add social capabilities with little guidance on what it means outside of Facebook or Twitter. Erin Malone gives us five steps to get started.
Continue readingCategory: Process and Methods
Simplify your work and your life by learning the tools and techniques that authors have used to conquered gnarly problem spaces. From avoiding burnout to doing scrappy research on a shoestring budget, you’ll benefit from their experience, avoid making the mistakes they made, and go on to make all new mistakes of your own. (Then contribute your learnings back to us!)
Tree Testing
After hearing about Donna Spencer’s paper-based tree testing, Dave O’Brien and his colleagues were hooked, so much so that they built an online tool to allow you to effectively test a site hierarchy. Hear about the tree testing approach and see how O’Brien’s tool works.
Continue readingSketchy Wireframes
Aaron Travis explores the importance of using sketchy wireframes early in the project
cycle. He then discusses the conversion of computer-based sketches into traditional wireframes and includes an analysis of “sketchy” capabilities of popular software tools.”
Four Key Principles of Mobile User Experience Design
Conversations about mobile UX are often skewed by ‘the next big thing’ in the previous news cycle. Dakota Reese Brown suggests an alternative view of the mobile space based on principles rather than isolated tactics.
Continue readingWhat design researchers can learn from hostage negotiators
Talking down a hostage-taker requires extraordinary empathy and close attention to communication patterns. Bryan McClain and Demetrius Madrigal of ActiveComm Labs show us how we can apply these skills when conducting user research.
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