As digital products and services come to comprise an increasingly important part of our everyday life, the division between the digital and the physical begins to blur. We can, for instance, see a washing machine on TV, read reviews of it online, purchase it on our phone, and have it installed by our local shop—all […]
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No one designs an email hoping that it’ll read like spam. Nevertheless, many notification emails do. In this article, designer Katharine Bierce shares a few ways to ensure that the emails we send avoid the spam folder.
Ever wonder what series of events led to this thing we call UX? In this excerpt from her book, Leah Buley explains our storied history, spanning the fields of business, design, and technology.
It’s not unusual for user-centered designers to feel isolated. In this interview we ask Leah Buley, author of the recently released book UX Team of One, how designers can cross the chasm and co-create.
UX Designers frequently help customers determine how their products resonate with end-users, but what about designers themselves? UX designer Jenny Grinblo explains how she applied the Business Model Canvas to lend style to her professional swagger.
Storytelling is a powerful tool allowing designers to influnce the behavior of others. Christina shares a number of resources to help us craft our own.
As the methods driving user-centered designs have matured over the years, it’s the fresh perspectives that keep us on our toes. Colin Eagan’s Chakra Model gives us a new way to view how we affect our design projects.
Multiple attributes of enterprise software affront the otherwise normal, user-centered design process. Designer and researcher Jana Sedivy explores two tools that she’s used to bring the creative process under control.
More commonly used for brainstorming, list-making, summarizing a topic or learning new information, mind maps enable association-based thinking in a non-linear way. Jenny Grinblo shows us how to use them on our product teams to a strategic end.
Organizations shouldn’t seek out “do it all” designers; they should find team players. Fabricio suggests that the best of us leave our desks and involve the rest of the team throughout a project’s lifecycle.