Designing mission, vision, and strategy. Making decisions with intent is the essence of design.
"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 without leaving our computer. The sum total of these processes functions as a single, continuous experience. Designers can more prudently frame the experiences they create by incorporating ecosystem thinking into their process."
(Sofia Hussain ~ UX Booth)
Mens sana in corpore sano a.k.a. Νοῦς ὑγιὴς ἐν σώματι ὑγιεῖ.
"Similarly with design, be clear about what your intentions are with your offering, whether a product or service. Internalize your mission and values, and let design be the expression of your intent. When your intentions are clear, so too are the fruits of your labor."
An important area of research, but still under-valued, under-developed, and under-practiced.
"User research that attempts to discover market-changing innovations faces many challenges. The more ambitious the innovation goal, the more difficult it can be to decide whom to study, what to look for, and how to make sense of the findings. Our reflections here are based on our experience collaborating on an ambitious project, in which we conducted in-depth contextual research with 54 people in eight enterprises. Its mission was to generate concepts for innovative solutions that would engage a large, new audience whose needs were not being addressed by existing products. In many respects, this was a dream project for researchers who wanted to introduce user-centered design into the product development process as early as possible."
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."
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."
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."
Identified a new type of experience: KX ('Kids Experience').
"Kids are special. There is no doubt about that. But it does not explain why they also need special attention when it comes to user research. Here are 5 reasons why we need to start doing user testing with kids and why it's very different than what we know from testing adults."
Great and important topic, the patient experience.
"While sustained behavior and lifestyle changes can lead to improved health outcomes, there may be another pathway to health. Namely, the increased sense of confidence and control that comes from being successful at changing ANY behavior, even if the change is not sustained, can also improve health outcomes. Learn how to avoid the tyranny of prescribed failure experiences. Learn how to prescribe success by aligning with passions, discovering patient-generated solutions, and celebrating success."
Research precedes design, and the other way around.
"Usability findings derived from a broad base of diverse studies have higher credibility than those based on many users with a single stimulus."
A Dutch delight.
"The Design for Usability project published a book that provides the product development community with a comprehensive and coherent overview of the results of the project, in such a way that they can be applied in practice. The book outlines the studies conducted in the project, and indicates how the individual research projects are related and which of them can be applied in a coherent mode."
Some still think they have value.
"Wireframes have played an increasingly leading role in the modern Web development process. They provide a simple way of validating user interface and layout and are cheaper and faster to produce than a final visual comp. However, most of the methods and techniques used to create them are far from being efficient, contradicting the principles and values that made wireframing useful in first place. While this article is not about getting rid of the wireframing process itself, now is a good time for questioning and improving some of the materials and deliverables that have become de facto standards in the UX field. To make this point clear, let's do a quick review of the types of wireframes commonly used."
Anything you can capture from other people helps.
"It's interesting to think of what the future might bring in information-capture technology for user research. In my dreams, an ideal tool would be on a tablet, reducing the massive amount of paper that I currently waste when capturing handwritten notes. It would allow me to view a discussion guide and add handwritten notes using a stylus. My notes would be synced with either an audio recording or a wireless video recording, which would make it easy to jump to any point in a recording that corresponds to particular notes. The application would then take my handwritten notes and automatically convert them to text that I could manipulate in a word processor. Do you know of any tools that would let me achieve this? If not, I can dream. In the meantime, I'll be taking plenty of handwritten notes on paper and backing them up with audio or video recordings."
It looks scientific, but it's not.
"Three approaches to better design: each has its uses, but the costs, benefits, and risks differ dramatically."
Old wisdom: What people say is (often) not what they think.
"(...) get your participants to think aloud, but encourage comments that illuminate the problem space - because that's what usability testing is all about."