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User Experience Design from A-Z

By Wouter de Bres

Introduction

Design is so much more than just how it looks. Design is how it works and feels. I filtered out the best learning materials for you from across the web to get a better understanding of what User Experience Design exactly is and what you can do get better in this field.

Wouter de Bres — Designer • Co-founder Gibbon • Psychologist

Added by Wouter de Bres: “Great you decided you want to learn more about User Experience Design. First up is understanding what UX really is. In this article Benedikt describes perfectly what a "great experience" is. You are not designing screens, you are designing an experience where you want to add value to the life of the user and make them feel good while doing so.

1 What UX really is

Often times, I see people confusing what UX really is. UX means user experience. In order to make it tangible for everyone, here is a detailed scenario of what great user experience feels like: Imagine you're hungry and, instead of cooking your own food, you decide to go out for dinner. How do you choose the right restaurant? Well, you

Added by Wouter de Bres: “For User Experience Design there is a hierarchy of needs. A user goes through the different states of motivation before caring for the next need. It all starts with Purpose.

2 Hierarchy of UX Needs

What we want in life depends on what situation we are in. Someone living in a war zone without a roof above their head will probably feel no need for a yoga class, beautiful clothes or classical concert. According to psychologist Abraham Harold Maslow all behavior is motivated by a need, and those needs have a strict order and hierarchy,

3 There is no UX, there is only UX

After years of trying to work out where the UX team should fit into the organisation, it feels almost inevitable that my current thinking is that it belongs everywhere and nowhere. That there is no UX team, but that everyone is the UX team. I came to this way of thinking by trying to negotiate the organisational structure of the

Added by Wouter de Bres: “Great, now you know what User Experience Design is and that there is a strict hierarchy. The next thing everyone in the company needs to know that creating a great User Experience is a task that everyone is responsible for. Not just the designers. e.g. the loading speed of an app or website has a big impact on the experience, so the programmers are just as responsible as the designers.

4 User Experience Belongs to Everybody

"Everybody thinks they're a designer," is a phrase I hear time to time from frustrated designer friends. I'm personally guilty of using this phrase myself, likening design recommendations from non-designers to me being in charge of database design (spoiler: that would actually be bad). But lately, it has occurred to me that the user experience of a product actually doesn't

Added by Wouter de Bres: “You might think you know how your users think and what they want because you are a user yourself. Hate to tell you, but you are not your average user. You know the product inside out and you know what its purpose and capabilities are, your users don't. So first rule of UX club: You are not the user.

5 You are not your user

Socrates said, "Know thyself." I say, "Know thy users." And guess what? They don't think like you do. You know your product inside and out. You knew it when it was just a few sketches on a napkin. You have been using it in every form and iteration it has been through in its entire life-cycle. Your actions, decisions and

Added by Wouter de Bres: “It is good to realize that you are an experienced user of you own product and your users are not. It'a good to create a new account once in a while and go through the onboarding process again.

6 The Danger of Dogfooding

When everyone involved in building a product are also using the product themselves, they're said to be 'dogfooding'. Dogfooding empowers good design decisions, but it has its downsides... As Jared Spool notes, when teams are designing and building for themselves, they consistently improve the tasks that they do frequently but ignore the critical-but-not-frequent tasks. The most common of these neglected

7 User Experience Design

I've been practicing information architecture since 1994, and from Gopher to Google have seen dramatic changes in the landscape of organization, search and retrieval. Through these ten tempestuous years, I've found the infamous three circle diagram to be a great tool for explaining how and why we must strike a unique balance on each project between business goals and context,

Added by Wouter de Bres: “Consistency in your design is essential for a great user experience.

8 Consistency: Key to a Better User Experience

In an effort to provide a quality experience to our users, it's essential that we are consistent in both the design and content of our websites. The reason is thus: consistency separates a haphazard experience from a polished one. Consider an example closer to home: you wouldn't spend hours looking for a fork or spoon in your kitchen, would you?

9 Good Design Starts with Empathy

By Kim Chatterjee When I was growing up, two of my favourite TV characters were a half-human, half-Betazoid empath, and a temporally displaced scientist who hopped through time, living in other people's lives. Points if you recognised them-Star Trek's Deanna Troi and Quantum Leap's Dr. Sam Beckett. What I loved about them was their ability to experience what other people

Added by Wouter de Bres: “Improving User Experience should be focussed on seeking comfort and avoiding pain.

10 Seek Comfort, Avoid Pain

Seek comfort, avoid pain: The ultimate minimal UX consideration ?Perhaps this story should start in the primordial soup, at the beginning of evolution. Somewhere near deep underwater volcanic vents, a combination of unknown factors collided resulting in a single celled organism. Fast forward a few million years and this creature's descendants grow fins and teeth, eventually drag themselves onto land,

11 UX Design: the user is not enough

Vespa Piaggio 1946 BLUEPRINTUX Design: the user is not enoughFor a successful project the focus on the user is not enough: Design leaders are also product experts who deeply understand the business challenges of the project.Historically the practice and culture of Design have been defined by what has to be designed in a project. A car, a dress, a furniture,

13 What makes a design feel intuitive?

When I switched careers from psychology to design I never realized that these two fields are very much intertwined. A big part of what designers do is understand human behavior and come up with solutions to change that behavior. Not everyone is a designer, but everyone has an opinion about design, especially if something feels intuitive. The problem is that

14 Common UX Mistakes That Are Killing Your Design

When it comes to product design and user experience, many companies are heads-down in the process. A good design is achieved due to a combination of multiple factors, such as the hard-work of the designers and the supportive collaboration across multiple teams within the firm. However, more often than not, many UX design projects suffer from some common mistakes. In

15 Watching Them Struggle

You've probably watched somebody who is not technically savvy trying to operate an interface new to them, likely with little success. Maybe that interface was yours. You've spent countless hours cutting that thing down to the basics, refining the copy and making everything crystal clear, and yet, you watch with bewilderment as the user before you struggles and stumbles across

16 How To Build Habits In A Multi-Device World

Nir's Note:Michal Levin asked me to write this essay for her new book, Designing Multi-Device Experiences. Allow me to take liberties with a philosophical question reworked for our digital age. If an app fails in the App Store and no one is around to use it, does it make a difference? Unlike the age-old thought experiment involving trees in forests,

17 The First 15 Seconds

In the first 15 seconds of every new experience, we are all lazy, vain, and selfish.The First 15 SecondsHow do you build a product that engages a user quickly enough to engage them over time?I'd propose that, in the first 15 seconds of every new experience, people are lazy, vain, and selfish. This is not intended as cynical jibe at

18 The Psychology of Waiting and Loading Animations

Last Friday, I had the pleasure of speaking at Renaissance, an iOS developer conference in San Francisco, about the heightened importance of animation in iOS 7 and how animation can be used to improve usability. One of the points that I discussed briefly was the use of loading animations to indicate status. Before I dig in, let me start by

19 Google: 6 Reasons Why Nobody Uses Your App

There's a dirty secret behind many of those hot new app startups you hear about every week. They have seed funding and a flashy landing page. They have articles in TechCrunch and promises to disrupt the universe. They have everything except users, because nobody actually wanted the app. In a presentation at Google's I/O conference, Tomer Sharon, Google Search User

Added by Wouter de Bres: “In this article from 99designs.com Peter Vukovic discusses 7 "laws" of interface design that are essential when building a digital product. Probably they are not new for you, but they are great to remember and help you focus.

20 7 unbreakable laws of user interface design

Are you a web designer? If yes, then you are also a user interface designer, and in the near future, this role will become even more important for you. While web pages today have simple user interfaces with no more than navigation and contact forms, the rise of new technologies and standards will create a demand for more dynamic and

22 Are You Meeting the User Experience Hierarchy of Needs?

by anthony on 11/29/11 at 10:36 pm The hierarchy of needs is a theory in psychology proposed by Abraham Maslow describing the stages of growth in humans. But just like in humans, interfaces go through different stages of growth too. These stages of growth for interfaces are the user experience hierarchy of needs. The most basic needs start at the

23 GoodUI

A Good User Interface has high conversion rates and is easy to use. In other words, it's nice to both the business side as well as the people using it. Here is a running idea list which we discovered. And no, we are not done yet. We continue to learn about what makes user interfaces good by trying these ideas

24 Stop Asking Me to "Sign Up"

The fate of many startups depends almost entirely on one conversion point: When a visitor becomes a user. All too often, this pivotal role falls on the shoulders of a pitifully generic "sign up" button that's lucky to get even a minute of consideration during development. If you take a moment to consider the wording of your signup button, you

25 5 Rules For Writing Great Interface Copy

For many technology companies, design is mysterious. So when I work with startups, I try to demystify design by talking about processes and skills. The idea is: Design is not a magical creative thing that designers are blessed to do. It's rational and objective, and the components are pretty easy to understand. People are often surprised when I tell them

26 Why "Simple" Is Scientifically Better

In a study by Google in August of 2012, researchers found that not only will users judge websites as beautiful or not within 1/50th - 1/20th of a second, but also that "visually complex" websites are consistently rated as less beautiful than their simpler counterparts. Moreover, "highly prototypical" sites - those with layouts commonly associated with sites of it's category

27 Just Don't Make It Annoying

I find that whenever I’m designing a user interface, the one safe rule to follow is simply this: just don’t make it annoying. This might sound banal, but there are often cases where blindly following best practices and design theory slowly pulls you off the right track, so that you end up designing something for the sake of a good ...

28 How Design And User Experience Translates To The Bottom Line

Designers have long complained about not having a "seat at the table." From what I have seen this week in San Francisco, they no longer have to ask. Forward-thinking companies are well aware of how design impacts their bottom line, but outside of the bubble, management and designers have yet to adopt a shared vocabulary for these conversations. Fortunately user

29 Step-by-Step UX Improvement

I've been playing the role of UX fairy on my current project at work this week - I go around the app, sprinkling little bits of small improvements. I thought it might be useful to document some my decisions and reasoning. Background: The app tracks company projects (who worked on them, what technologies were used, etc). A new feature was

30 A CRAP way to improve usability

Within the field of user experience, visual design is sometimes perceived as a bit of an outsider. Indeed, some visual designers are apparently feeling a pressure to rebrand themselves as "user experience" designers to progress their careers. In my experience with clients, visual design is often likened to decorating the walls of your living room. It makes everything a little

31 The Beginners' Guide to Benchmarking User Experience

Most designers have fairly strong opinions about what makes a good design and what makes a bad design. Those opinions are based on experience with previous projects as well as a 'design sense' or design aesthetic. Any designer worth his or her salt can usually look at a product or web site and identify at least one mistake in its

Added by Wouter de Bres: “You just can't beat simple lists. People like and understand them.

33 List Beats Grid: Linear Feeds Perform Two to Three Times Better Than Grids

Many content-centric products have been moving to a magazine or card style layout, popularized by apps like Flipboard and Pinterest. Both Flipboard and Pinterest are beautifully designed products, but our studies indicate multi-item-per-row grid layouts deliver inferior results to single-item-per-row list layouts for our particular design problem. These relative results may be unique to us, but we nevertheless publish them

Added by Wouter de Bres: “At Gibbon we came to the same conclusion; Hamburger menus are just not that effective. Luis Abreu explains perfectly why and what other solutions you might want to consider.

34 Why and How to avoid Hamburger Menus

We now have data that suggests Sidebar menus-sometimes called Hamburger Menus/Basements-might be causing more harm than good. Here's some public data: One thing to have in mind is that this is a nuanced issue. I've observed these issues in user testing and others have also gone through the same realization. I only ask you to read the problems, solutions and

35 Simplicity is Not Overrated, Just Misunderstood

by anthony on 09/06/10 at 4:46 pm [Note: This article is a response to " Simplicity is Highly Overrated" by Don Norman, Column written for Interactions. © CACM, 2007] "Features win over simplicity, even when people realize that it is accompanied by more complexity," is what Don Norman states in his "Simplicity is Highly Overrated" article. He explains that users

36 Three mistakes I see web designers make over and over again

I was reviewing an online shoe store the other day. The landing page had this beautiful graphic of all these shoes. Gorgeous looking site. And then I clicked on another link, and saw this photo of food. That's weird. This shoe store has a dietary help section? It wasn't a shoe store. I finally figured out it was a web

38 Hidden champions of product design

Products are people too. Products influence people through emotions. We as designers define the experiential, social and other qualities of products every day. We create the shape, heart and soul of a product. Nowadays though, I see a lot of products that look and feel quite similar. They lack personality.

40 Solutions are easy if you know the problem

"Good design is problem solving." - Jeffrey Veen You could say that actually solving the problem is good design in practice. This rarely boils down to choosing whether or not to apply that "1px inner glow" or rearranging a few blocks of content. Quite often, it means eliminating one's own assumptions and applying problem-solving techniques in order to truly identify

42 Great Products Focus On A Motif

What does it take to craft a great product? For those of us who design and build apps, websites and software, a great product means one that delights its users. But digital product development is a complex beast. Delivering a successful product requires multidisciplinary teams to efficiently work through varying opinions and conflicting views and, ultimately, to gather behind a

44 UX Axioms by Erik Dahl (@eadahl)

User Experience (UX) theory and practice can be confusing for the uninitiated. This talk outlines a set of UX Axioms designers and developers alike can use to integrate UX into their practice. Erik Dahl (@eadahl) shares hard-won lessons learned from practicing UX in the real world for over 10 years. Building real products and services involves an ongoing series of

45 Understanding Typographic Hierarchy

One of the most important techniques for effectively communicating (or "honoring") content is the use of typographic hierarchy. Typographic hierarchy is a system for organizing type that establishes an order of importance within the data, allowing the reader to easily find what they are looking for and navigate the content. It helps guide the reader's eye to where a section

47 What happens to user experience in a minimum viable product?

What happens to user experience in a minimum viable product?by Ryan Singer (@rjs) This article was originally posted to Feltpresence.com in June 2011. I gave a talk at Refresh Chicago last week, and afterwards a fellow came up to me with a question. He does UI on a team of mostly engineers, and the engineers are big fans of the

48 Applying Lean UX

Applying Lean UXWe recently wrapped up a project for a startup in the digital photography space, and aside from being great design partners, one of the fun things about them was their excitement to utilize some of the Lean UX strategies and techniques that former Cooperista Josh Seiden wrote about in his book Lean UX with Jeff Gothelf. We certainly

Added by Wouter de Bres: “You might have noticed that the most important user action buttons in the Gibbon are always red. This is why :-)

49 The Button Color A/B Test: Red Beats Green

Button color is one of the longest standing debates in the world of conversion and optimization. Everyone seems to have their favorite color. At different times in the last two years, I've heard green, pink, red, orange, and even light blue as THE ONE COLOR that works best. Obviously, this can't be the case. Fortunately, button color is extremely easy

50 Designing the Whole

When you first launch a product, pretty much every feature you add is (or at least should be) key to achieving your larger vision. You add new modules, pages, sections, overlays and form fields to strengthen and shore up your initial MVP. And, by and large, most of those additions stick. Your users are happy that the beta product they

51 Designing for Humans

There is a growing trend throughout the web community to embrace an understanding of behavioral science, and to apply its tenets to our designs. This progress helps us walk the delicate balance between providing an emotional and pleasurable experience for our users and communicating content and information through clear, intuitive patterns. When the web was first developed, it functioned as

53 Showing Your Users That You Care

This article was originally published on UXMagazine's website. Voice and tone. Tone and voice. Though the words "voice" and "tone" are often used interchangeably, they're not synonyms. Our voice makes us unique, and our tone makes us sound like humans. Establishing a likable voice is critical for brands, but there's more to it. Companies that acknowledge the distinction-maintaining a consistent

54 Fun in Interaction Design

People use the tools we design - sometimes every day. Our job as designers is not only to get their goals and tasks completed as easily as possible, but to keep the user engaged and excited. Here are some examples of designs that take the time to include interesting, funny, or or just plain awesome flourishes that go beyond the

55 If you see a UI walkthrough, they blew it

✎ If you see a UI walkthrough, they blew itClear, Rise and Solar are three examples of a trend of "gesture driven" apps with a flat UI. These are novelty apps for people lusting for the very latest in app design. Besides using a more flat UI style, which is a topic for a different discussion, all apps contain non-standard

56 UI Walkthroughs: yes or no?

Tutorials, design tips, User Experience By Cesare Rocchi Photo Credit The short answer, the one we all use, is: it depends. But the smart guy doesn't stop there and asks: it depends on what? Here is my answer to that. IntroductionI have built an app, should I put in a walkthrough? Probably many of you had to answer this questions.

57 UX Demo Case: The Effects Of Emotional Design

Demo UX CasesEmotional design becomes increasingly important on the web. More and more companies try to add a personal touch to their site to express personality, engage visitors and illustrate their content. Out of curiosity, we set up a quick visual survey with Usabilla to find out what effects emotional design elements really have on your visitors. The survey included

58 navigation usability — Sticky Menus Are Quicker To Navigate

Most designers would agree that navigation is one of the most critical components of a website. Despite this, it is not always easy to use or access. Traditionally, users must scroll back to the top of the website to access the navigation menu. I recently wondered whether sticky menus makes websites quicker to navigate, and I conducted a usability study

59 Why New Features Usually Flop

Launching a successful feature demands the same skills as launching a successful product. The difference is that you also have to navigate around all of your legacy decisions, and appease current customers too. It's tricky. The majority of new features flop. You just don't notice it happening. And that's the point. 'New improvements' sit unappreciated, unused, and are eventually cast

63 Why good storytelling helps you design great products

Why good storytelling helps you design great productsOne of the biggest flubs that product teams make is confusing designs that look great with designs that actually work well. It's a simple mistake, but it can have grave consequences: If your product doesn't work well, no one will even care how it looks, after all. The best way I've found to

64 Experience Rot

Here's a counter-intuitive fact: Chances are all those features you've been adding to your design are hurting your user experience. Every feature that's squeezed in, in the name of giving your design a competitive edge, has been making your design less competitive. Welcome to the effects of Experience Rot. As you add features, you're adding complexity to the design, and

65 Book: Microinteractions

They say the devil is in the details, but the angels are in there too. That is, if you have a clue about what you're doing. People who want to design things have large egos and presume that they're skilled enough to work on large, grand ideas. But so rarely do designs in this world get the small things right,

66 You'd Be Surprised By What Really Motivates Users

Nir's Note: This article is adapted from Hooked: A Guide to Building Habit-Forming Products, a book I wrote with Ryan Hoover and originally appeared on TechCrunch. Earlier this month, Twitter co-founder Biz Stone unveiled his mysterious startup Jelly. The question-and-answer app was met with a mix of criticism and head scratching. Tech-watchers asked if the world really needed another Q&A

68 Google's Dead-Simple Tool For Making UX Decisions: 2 Jars Of Marbles

Nothing is perfect. So even for the most successful platforms, design needs to continuously evolve. But beyond mere gut instinct or that ephemeral talent of taste, how can you know when a design decision is good or bad? How can you be sure that change is actually for the better and not for the mere sake of change? Happy (almost)

69 When To Go With Your Gut

Whether you are recruiting a new colleague, naming a product, or planning an investment, there are no easy decisions. Should you analyze the options slowly and systematically, or stop thinking so hard and just go with your gut? Guidance from psychology literature offers up a tangle of contradictions. On the one hand, there are many examples of our flawed intuitions.

70 5 little design decisions to admire

"Big Appetites" by Christopher Boffoli 5 little design decisions to admireGreat design exists in all shapes and sizes. We tend to remember the sexy, big launches, the "oh-my-god-they-removed-the-physical-keyboard," or the "wow, that looks stunning. " But there are interesting design decisions in every successful product, decisions that have a big impact on behavior. Here are five I've encountered recently (which-it

71 Fixing A Broken User Experience

Unless you're developing completely new products at a startup, you likely work in an organization that has accumulated years of legacy design and development in its products. Even if the product you're working on is brand spanking new, your organization will eventually need to figure out how to unify the whole product experience, either by bringing the old products up

72 Book: Seductive Interaction Design

When talk builds about making seductive interactions, it's nice to have people like Stephen Anderson giving us his two cents. Here are my two cents on his two cents. When I started studying for my degree in Interactive Media Production, I had never heard of UX and neither, dare I say it, would've any of my lecturers. UX wasn't something

73 Intention vs. Interpretation: What Matters?

Both interaction designers and information architects want to design objects with a singular meaning - a noble, albeit impossible goal. The best we can hope for is to create more consistently meaningful experiences. To do that, designers must better understand the interplay between designer intention and user interpretation: the ways that we can influence - but not dictate - user

74 The 7 Principles of Conversion-Centered Design

Designing an optimized landing page isn't exactly a cakewalk. If you want to achieve a respectable conversion rate, that is. So ... how schooled are you in the concept of conversion-centered design? Conversion-centered design (CCD) is a discipline targeted specifically at designing experiences that achieve a single business goal. It seeks to guide the visitor toward completing that one specific

75 Why Your Links Should Never Say “Click Here”

by anthony on 06/20/12 at 10:39 pm Have you ever wanted your users to click your links, but didn't know how to get them to act? When some designers run into this problem they're tempted to use the words "click here" on their links. Before you give in to the temptation, you should know that using these words on a

76 Building Products With Soul

All rights reserved by Far Fetched FutureBuilding Products With SoulCreativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn't really do it, they just saw something. It seemed obvious to them after a while. That's because they were able to connect experiences they've had and synthesize new things.

77 The Intersection of UX & Growth Hacking

The Intersection of UX & Growth HackingIf the User Can't Find It, It Doesn't ExistA user experience designer wants to help the user meet their needs and accomplish their goals but creating a delightful product and experience seems fruitless if no one knows about it. Once they do know about it, it's not enough to just get them to sign

78 What is a Microinteraction?

Microinteractions are contained product moments that revolve around a single use case-they have one main task. Every time you change a setting, sync your data or devices, set an alarm, pick a password, log in, set a status message, or favorite or "like" something, you are engaging with a microinteraction.

79 Frame of Reference

Copyright 2013 Kevin SuttleFrame of ReferenceThe real issues at the heart of modern interface design.Now that skeuomorphism is a thing, and "flat design" is busy becoming the next flavor of UI styling, I'd like to provide a deeper perspective of the issues we're facing with digital products. We've all seen the posts and videos of children subjected to items that

80 Nine User-Experience Tips to Rule Them All

Nine User-Experience Tips to Rule Them AllOr something like that1. Copy is design, too.The way that you describe and label the product is just as important as the visual design + feature set. It's particularly important in getting users to sign up. People want to know exactly what you will do for them, and how you will do it, within

81 5 Lessons Learned from 100,000 Usability Studies

As helpful as analytics can be, they simply can't give as complete a picture as usability studies. This post walks through five of the most important lessons we've learned after performing hundreds of thousands of those studies.

82 The Future Of UX Design: Tiny, Humanizing Details

Dan Saffer, like many designers, likes to quote Charles Eames. But unlike many designers, Saffer-Director of Interaction Design at Smart Design-wrote a whole book inspired by one of his favorite Eames quotes: "The details are not the details. They make the design." Saffer's book, titled Microinteractions, takes Eames's maxim to heart and then some. "For the last decade or so,

83 Complete Gamification Framework

Octalysis: Complete Gamification Framework(This is the Gamification Framework that I am most known for. Within a year, it was organically translated into 9 different languages and became classic teaching literature in the gamification space worldwide. If you are interested in commercially licensing the framework, please visit our Octalysis Group Licensing Page.) Gamification is design that places the most emphasis on

84 Emotional Design with A.C.T. - Part 1

Defining Emotion, Personality and Relationship As UX professionals, we strive to design engaging experiences. These experiences help to forge relationships between the products we create and the people who use them. Whether you're designing a website or a physical product, the formation of a relationship depends on how useful, usable and pleasurable the experience is. Ultimately, we form relationships with

85 Emotional Design with A.C.T. - Part 2

Designing Emotion, Personality and Relationship Back in Part 1, we looked at how the emotions expressed by people and products communicate personality traits over time. We also learned that customers are attracted to things that have an aesthetic personality that's similar to their own, but they prefer products that take on a complementary role during interaction. In Part 2, we'll

86 Progressive Reduction

I'm very excited to talk about a technique that we've started using at LayerVault. We call it Progressive Reduction. Culture of ReductionThe principles mentioned in our Flat Design Era post are the consequence of a culture of reduction-an important place to start. Without the right product culture, implementing the ideas in this post won't help you much. The idea behind

88 The slippery slope

Let's start with a little game. In iOS, there's an ad tracking feature that allows advertisers to identify you (albeit anonymously). It's turned on by default. Let's see if we can work out how to turn it off together. Go into your settings and scroll down. There we go! Ad tracking must be in "Privacy", right? Oh. That's strange, ad

89 Website Reading: It (Sometimes) Does Happen

Summary: When web content helps users focus on sections of interest, users switch from scanning to actually reading the copy. Putting aside direct transactions (such as online banking), user behavior in relation to Internet content is paradoxical: Users go to websites for information. Users scarcely read anything during an average website visit.This second point has been well-supported by tons of

91 Ego Depletion

If our work drains a user's cognitive resources, what does he lose? What else could he have done with those scarce, precious, easily-depleted resources? Maybe he's trying to stick with that diet. Or practice guitar. Or play with his kids. That one new feature you added? That sparkly, Techcrunchable, awesome feature? What did it cost your user? Ego depletion is

92 Extending Pixar's Rules of Storytelling to Experience Design

Pixar is a creative organization we often draw inspiration from. Aerogramme Writers' Studio recently captured a list of Pixar's 22 Rules of Storytelling , a list originally tweeted by , Pixar's Story Artist. It's a really nice list. And it closely overlaps with what we all do with envisioning and writing into existence what an experience should be. So I

93 Shades of Discoverability

If your working week is anything like mine, I'd wager the term "discoverability" comes up often. Typically we use it when asking if a feature explains its presence and function. Will users encounter and understand it properly? Discoverability feels like a straightforward concept: if someone doesn't realize what a product can do, she'll never get the most from it. I've

94 The Enduring Misconceptions of User Experience Design

A couple weeks ago I suddenly saw a resurgence of interest in an article I wrote for Mashable in January 2009 titled, 10 Most Common Misconceptions About User Experience Design. Later that year I turned it into a presentation and had a pretty good run with it, until I felt that my message was widely enough understood that I could

95 How Organic Development Generates Serendipitous Experiences

The Windows 8 platform is a good example of how we are transitioning into a new level of integrated and convenient service experiences. A changing applications model opens up for opportunities for designers like us to create new types of experiences that will change user behavior. As designers we are naturally optimistic, always on the lookout for opportunities to design

Added by Wouter de Bres: “I tried to create a formula with which you can calculate the User Experience of a digital product.

98 One Magic Formula to Calculate UX? by Wouter de Bres

tl;dr → user experience = (purpose*interaction) / velocity My quest for a formula to calculate User Experience started with a little experiment to see if I could calculate cognitive loading time of a design. When talking about loading speed of digital products the focus always seem to be the digital loading time, but we sometimes forget that trying to understand

100 Making Simple Ideas Simpler

Simplicity, or the lack thereof, is one of the first things users notice as they acquaint themselves with a new interface. To make that first impression positive, UX designers should strive to further simplify even their most seemingly simple designs, not only for the sake of creating a delightful user experience, but also to give their digital product a competitive

101 Well-designed interfaces look boring

Well-designed interfaces look boring3 billion people used the internet for the first time in the past decade. Can you imagine what that was like? When I began using the internet, the web was pretty much just text. Interface design required finagling websites from knots of spreadsheet-like tables, and even the most sophisticated designs couldn't do much more than blink and

102 https://www.linkedin.com/pulse/frictionless-product-design-steven-sinofsky?trk=mp-reader-card

No one wants friction in their products. Everyone works to reduce it. Yet it sneaks in everywhere. We collectively praise a service, app, or design that masterfully reduces friction. We also appreciate minimalism. We love when products are artfully distilled down to their essence. How do we achieve these broadly appreciated design goals? Frictionless and minimalism are related but not

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