As medium, material, and Marshall McLuhan.
"The industry seemed to assume that it was the very physicality of books, newspapers and magazines that we craved – or that we required in order to comprehend the idea of a digital equivalent. The industry was wrong. Digital newspapers that were actually much more like TV news-channel tickers have now all but disappeared."
Citizen research and how to meet citizen needs.
"Getting user research into Agile teams in a way that is timely, relevant and actionable is a challenge that teams the world over are tackling. Working effectively in agile has recently been the driver of some fairly significant changes to the way our researchers work at GDS."
In the end, all things in life are human.
"It's easy to get so caught up in theory and process that we forget that design is about relationships. It's not about Photoshop comps or bytes of code. It's about people. And content. And, especially today, their devices. It's about the interplay between content and form, between real-time data and how, when, and why we share and consume it. It's about enabling connections where they couldn't have existed before. It's about focusing on creating experiences that are more meaningful, more delightful, and ultimately, more human."
Sounds like attractive navigation only. Anyone can do it.
"The good news is there's no magic involved. Anyone who can focus on both the big picture and detailed elements simultaneously has the potential to be good at IA. (...) In other words, it's now easier than ever to do it yourself when it comes to creating or updating your site's IA."
A way to make meaning out of big data, content and information.
"This blog post explores if and how the framework for the analysis of static graphics offered by Yuri Engelhardt in his PhD thesis, The language of graphics: A framework for the analysis of syntax and meaning in maps, charts and diagrams (2002), might be usefully extended to become applicable to dynamic and interactive graphics as well. This brief exploration will center on a discussion of one example of a dynamic graphic: Gapminder World."
Trucks and cars. 'Cars' as the new driving experience on the information highway.
"The goal of this document is to rise above the current alphabet soup of technical standards and create some conjecture and possibly even motivation around how these standards can work together. The web can be so much more that what native apps can do. It can offer interactivity like water, pouring out of any device with nothing but a click. This is the super power of the web and isn’t appropriately appreciated as the key differentiator from native apps."
Quantifying the qualifiers and breaking the research silos.
"I encountered a series of robust, expensive, well-staffed teams of researchers - many with doctorates - employing just about every imaginable method to study the user experience."
Some deep thinking into design.
"This session will provide an in-depth look at human perception and cognition, and its implications for interactive and visual design. The human brain is purely treated as an information processing machine, and we will teach the audience its attributes, its advantages, its limitations, and generally how to hack it. While the content will provide a deep review of recent cognitive science research, everything presented will also be grounded in example design work taken from a range of Google applications and platforms. Specific topics will include: edge detection, gestalt laws of grouping, peripheral vision, geons and object recognition, facial recognition, color deficiencies, change blindness, flow, attention, cognitive load balancing, and the perception of time."
Still lots of design territories to discover in the 'wearable sphere'.
"Welcome to the new world of wearable computers, where we will tread uneasily as we risk continual distraction, continual diversion of attention, and continual blank stares in hopes of achieving focused attention, continual enhancement, and better interaction, understanding, and retention. Google's latest hardware toy, Glass, which has received a lot of attention, is only the beginning of this challenge."
i18n for UX design.
"It is helpful to consider the principles of user-centred design when building any website, but it is of particular importance when creating a site that is intended to appeal to a global audience. At a high level the process is simple: understand your users' needs, try to build those requirements into your digital solution, the test your design throughout to validate your assumptions or revise accordingly, and only release the product when you are certain you have met as many of these as possible. This should ensure that most potential usability issues have been removed, and that the user has a memorable, persuasive, and compelling experience of the brand and the useful services it offers."
Go Flin, go!
"While emotional design isn't currently in scope of many (corporate) interaction design projects, it should be. Because interaction design is about how it works. You can interpret this in many ways, but we think 'how it works' also means what your product 'does' with the user, i.e. how it feels. In this article I'll give you an idea of the potential of emotional design. We'll be looking at copywriting and visuals but especially looking at interaction, since we're interaction designers."
Earcons in apps for the 21st century.
"Redefining and disrupting the telephone industry is no small task, and Skype has used UI sounds in an integral way to claim its place as both the heir and future of the telephone."
Find your UX home conference. Various community tribes to choose from.
"Getting out some evening to an organizational event or activity may seem scary or time-consuming. You may not know anyone. You may be tired after a long day at work. Going to a new national or international conference may also be intimidating, but other UX-ers want to meet you. They want to teach you things and they want to learn from you. Get out there. Associate yourself with an organization. Your UX career will be stronger for it."
(Cory Lebson ~ UX Magazine)
Content and interaction, a perfect match for the UX of apps?
Interview with Margot Bloomstein ~ "In some scenarios, getting a user to convert or react to a call to action is the desired outcome. It means your design and experience work. But if users are coming to and then quickly leaving your site, what are they really experiencing? If they don't take the time to explore and discover they may not have any loyalty to you or the experience. And if you're dealing in complex decisions, you want your users to take the time they need to fully understand and commit to their choice."
(Sean Carmichael ~ UIE Brain Sparks)
Design thinking is thinking based upon empathy.
"I fundamentally believe empathy is a foundational soft skill in design practice. And in service design - with its aim to connect and orchestrate people outside, inside, and across organizations - empathy is the first skill I recommend to people to build and sharpen."
Great gestures make a big difference.
"Gestures are becoming the most integral UI function on smartphones and yet most people aren't using them to their full potential. We ask designers what they're doing to improve user experience."
After decades of thought still no clear understanding, other than creative and out-of-the-box.
"Design has existed as a discipline for over 60 years, but there still seems to be an enormous gap between what we designers think we do, and what people recognize we can do. (...) Designers are pretty good at thinking creatively and 'outside of the box'."
Change of job title is a daily business.
"In this column, I'll look at some of the common discussions about user experience and the use of language within the UX community."
Hope it helps.
A manifesto to connect experience design with content thinking. ~ "New challenges are upon us content people. The era of digital disruption requires adaptation at many levels by anyone involved with content, whatever its form or shape. As content crusaders, we want to point the road to travel with 10 imperatives. "Old school" and cutting-edge content organizations and professionals all face the same challenge of inventing and discovering mechanisms, rules and principles of unknown territories for content application. With this manifesto, we intend to reduce the friction in our collective journey of credible, useful, and relevant content for the digital era."
But can HCI et al. handle this significant upscaling?
"How does one account for the human within human-computer interaction? One approach historically embodied by the HCI field is firmly reductionist, a distillation of functional entities in which a human comprises "information processing systems" and "decision-making agents." It has a quantitative outlook with scientific rigor and statistical significance of data to ensure accurate validations of hypotheses. This grounds everyone in rational discourse and technical conclusions. And it's absolutely important and useful, just not entirely sufficient."
But can HCI et al. handle this significant upscaling?
"Over the past 30 years, as every facet of our lives, from our shopping to our schooling, has migrated onto computer screens, designers have focused on perfecting user interfaces—placing a button in just the right place for a camera trigger or collapsing the entire payment process into a series of swipes and taps. But in the coming era of ubiquitous sensors and miniaturized mobile computing, our digital interactions won't take place simply on screens. As the new Disney World suggests, they will happen all around us, constantly, as we go about our day. Designers will be creating not products or interfaces but experiences, a million invisible transactions."
(Cliff Kuang ~ Wired) courtesy of markvanderbeeken
Tug of war between design and software engineering.
"The real challenge with the standard approach to integrating UX into Agile is fundamental to the staggered sprint model. The challenge is essentially that it is not wholly effective to try to be working ahead on the upcoming backlog items while at the same time supporting the development team, answering their questions, reviewing what they're doing, and providing ongoing feedback/microiteration with them."
Usability in a new form factor has its own idiosyncrasies.
"Flat design and improperly rescaled design are the main threats to tablet usability, followed by poor gestures and workflow."
Systematic, deep thinking and research. Sounds academic.
"This is not an issue of corporations' putting roles into silos. It's a systemic problem of companies' underestimating the importance of developing a deep understanding of their customers on an ongoing basis. More fundamentally, companies underestimate the great, untapped potential of UX professionals to leverage their deep understanding of customers at a strategic level within an organization. It's time that we expand the role of User Experience beyond execution, beyond output, and yes, even beyond design."
System thinking for UX design is disrupting our field.
As web and industrial design begin to collide, UX and UI design are particularly ripe for disruption. ~ "The last major shift in design arguably occurred in the 90s as print design gave way to web design, and designers suddenly had to deal with web safe colors, alias fonts, and the information design challenges of a non-sequential medium. Two decades later, design is approaching a similarly monumental shift as designers move from designing for the web to designing for systems."