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Category: UX Design
This category features quality articles on usability, information architecture, interaction design and other user experience (UX) related topics – for digital (Web, mobile, applications, software) and physical products. Through these articles, experts and professionals share with you their valuable ideas, practical tips, useful guidelines, recommended best practices and great case studies. Curated by Chui Chui Tan. Subscribe to the RSS-Feed.
My colleague Ajay and I have been working at incorporating lean UX at the enterprise level for over two years. In studying it, I find that there’s a temptation to lay down rules, and if the rules aren’t followed... well, then, you can’t call it lean UX. At the end of the day, though, some lean UX is better than none.
"You’re not practicing lean UX if…" If you were told to finish off the following sentence, how would you do it? I asked that very same question on Twitter, LinkedIn and email to some lean UX thinkers out there. My personal conclusion is simple. Lean UX is a set of principles that may be used to guide you to better, more desirable solutions for users. It’s not a process in which each tool is rigidly applied.
I’ve travelled 2517 miles to try to solve 50 problems in 50 days using design, a journey that challenged me to fundamentally rethink my understanding of the user-experience design process.
I set myself a challenge. I wanted to test the limits of design’s ability to solve problems — big and small. To do this, I left the comfort of my computer chair and set out into the unknown. Every day, I had 24 hours to observe a problem, attempt to solve it and then communicate the solution.
Research wall, design wall, research board, ideation wall, inspiration board, moodboard, pinboard — Working walls are known by countless names. Underlying them all is a single idea: that physically pinning our sources of inspiration and work in progress, and surrounding ourselves with them, can help us to rearrange concepts and unlock breakthrough insights.
In their 2009 paper on creativity in design, human media interaction researcher Dhaval Vyas and his colleagues coined the term “artful surfaces” to refer to “surfaces that designers create by externalizing their work-related activities, to be able to effectively support their everyday way of working.”
When a group wants to generate ideas for a new product or to solve a problem, you will usually hear the clarion call, “Let’s brainstorm!” You assemble a group, spell out the basic ground rules for brainstorming (no criticism, wild ideas are welcome, focus on quantity, combine ideas to make better ideas) and then have people yell out ideas one at a time.
Brainstorming is often the method of choice for ideation, but it is fraught with problems that range from participants’ fear of evaluation to the serial nature of the process — only one idea at a time. Brainwriting is an easy alternative or a complement to face-to-face brainstorming, and it often yields more ideas in less time than traditional group brainstorming.
In chess, the psychological dimension that springs from a dialogue between two brains, two ideas, two strategic conceptions that depend on the personality of each chess player has long been somewhat of a romantic mystery. How do Grandmasters think? What strategies do they use?
More often than not, the most successful strategies are rooted in our very own nature. And common to most Grandmasters is that they almost never take the easy way out. A different, better alternative is always available, and they go looking for it. That creativity, that compulsion, that drive to look beyond what comes instinctively is what fuels successful strategies and explains why so few Grandmasters are out there.
Navigation, as crucial as it is to the user experience, is merely a means to an end — the end being to consume content. This is why users have very contrasting expectations about content and navigation. While content is supposed to be unique, surprising and exciting, navigating to it is supposed to be as simple and predictable as possible.
This series of articles, divided into two parts, is a four-step guide to efficiently simplifying the navigation experience, by analyzing the type and amount of content as well as choosing and carefully designing the right type of navigation menu.
Most designers spend too much time with their designs to be objective about them. The best thing any designer can do is to collect feedback from real users. Testing uncovers pain points and flaws in a design that are not otherwise obvious.
Recently, I had an opportunity to experience this firsthand when iterating on HelloSign, the iOS app that enables users to scan, sign and send documents from their phone using the built-in camera. Thanks to testing, the app went from four stars to a solid five stars after a redesign.
Product findability is key to any e-commerce business — after all, if customers can’t find a product, they can’t buy it. Therefore, at Baymard Institute, we invested eight months conducting a large-scale usability research study on the product-finding experience. We set out to explore how users navigate, find and select products on e-commerce websites, using the home page and category navigation.
The one-on-one usability testing was conducted following the “think aloud” protocol, and we tested the following websites: Amazon, Best Buy, Blue Nile, Chemist Direct, Drugstore.com, eBags, GILT, GoOutdoors, H&M, IKEA, Macy’s, Newegg, Pixmania, Pottery Barn, REI, Tesco, Toys’R’Us, The Entertainer, and Zappos. The pages and design elements that we tested include the home page, category navigation, subcategories, and product lists.
Some websites outperform others, whether in their content, usability, design, features, etc. Details of interaction design and animation make a fundamental difference on modern websites. We’ll share some lessons drawn from various models and analyze why these simple patterns work so well.
When we design digital products, we often use design applications such as Photoshop and Sketch. Most people who have been in the business for a few years obviously know that design is more than just about visual presentation.