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Category: 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!)

December 5, 2009 Deliverables / Process and Methods / Visual and Visible

Sketchy Wireframes

Posted by Aaron T. Travis

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.”

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November 19, 2009 Design Principles / Mobile UX

Four Key Principles of Mobile User Experience Design

Posted by Dakota Reese Brown

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.

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November 13, 2009 Discovery, Research, and Testing / Learning From Others / Process and Methods

What design researchers can learn from hostage negotiators

Posted by Bryan McClain

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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October 6, 2009 Learning From Others / Process and Methods

Experience Themes

Posted by Cindy Chastain

A screenwriter has a compass that can guide him through the writing process. Cindy Chastain chronicles how we can translate this approach to help us remember the quality and value of the experience.

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September 22, 2009 Deliverables / Discovery, Research, and Testing / Interactivity / Prototyping

Integrating Prototyping Into Your Design Process

Posted by Fred Beecher

Fred Beecher categorizes prototypes along two dimensions of fidelity –visual and functional — and explains how to choose the right kind of prototype that answers the right questions.

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