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Category: UX Design

What happens in the end-to-end experience? Can the intended audience find what they’re looking for? What is the actual problem being solved? Are you designing the right product for the customer need? Information architecture, accessibility, findability, taxonomy, interaction design, research, usability, case studies, interviews, surveys, and more.

August 7, 2007 Deliverables / Discovery, Research, and Testing / Interactivity / Prototyping

PDF Prototypes: Mistakenly Disregarded and Underutilized

Posted by Kyle Soucy

Creating clickable PDF prototypes for new designs is a valuable tool that is often overlooked and underutilized. Kyle Pero Soucy demonstrates how we can replicate most interactive design elements without investing a lot of time and effort.

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August 7, 2007 Deliverables / Discovery, Research, and Testing / Interactivity / Prototyping

Interactive Prototypes with PowerPoint

Posted by Maureen Kelly

Many designers use MS PowerPoint to conceptualize wireframes and get buy-in on project direction. Maureen Kelly shows us how to bring those same artifacts to life as an interactive prototype that allows you to validate the design at many levels.

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July 24, 2007 Case Studies / Interfaces / User Centered

Blasting the Myth of the Fold

Posted by Milissa Tarquini

The need to cram as much into the top few inches of any interface has become nearly branded on the design psyche over the years. Milissa Tarquini considers how the myth of the fold does everyone involved a great disservice.

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July 24, 2007 Design Principles / Foundational Thinking / Interfaces / Intranets and Internal Tool Design / Visual and Visible

Introduction to the Building Blocks

Posted by Joe Lamantia

Joe Lamantia covers the design principles underlying a building block system and the simple guidelines for combining blocks together to create any type of tile-based environment. (Part 2 in a series)

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July 19, 2007 Discovery, Research, and Testing / Learning From Others

Using Design Games

Posted by Jess McMullin

Design games offer an alternative to traditional methods for brainstorming, collecting requirements, building team communication, modeling, and prototyping. Jess McMullin shows us how game principles and examples can complement existing methods.

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