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User Experience

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User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a device or system. The scope of the field is directed at affecting 'all aspects of the user’s interaction with the product: how it is perceived, learned, and used.'

 

151.
#21730

The Elements of User Experience   (PDF)

The Web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface.

Garrett, Jesse James. JJG.net (2002). Articles>Information Design>User Experience>Web Design

152.
#37560

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

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 products and services for the same reasons we form relationships with people.

van Gorp, Trevor. Boxes and Arrows (2010). Articles>User Experience>User Centered Design>Emotions

153.
#30682

Engagement: Should We Care?

These days, the idea of customer engagement is almost as hot as Web 2.0--and almost as controversial. As busy UX professionals, should we invest our time and energy in caring about engagement, or is it just another buzzword? I think we do need to understand customer engagement, so that, at a minimum, we can respond intelligently to questions about it from marketers or executives. We might even glean some useful insights from thinking about engagement. This column aims to cut through the hype and reveal the potential value of engagement.

Jones, Colleen. UXmatters (2008). Articles>User Experience>User Centered Design>Audience Analysis

154.
#30820

Engagement: Should We Care?

These days, the idea of customer engagement is almost as hot as Web 2.0--and almost as controversial. As busy UX professionals, should we invest our time and energy in caring about engagement, or is it just another buzzword? I think we do need to understand customer engagement, so that, at a minimum, we can respond intelligently to questions about it from marketers or executives. We might even glean some useful insights from thinking about engagement. This column aims to cut through the hype and reveal the potential value of engagement.

Jones, Colleen. UXmatters (2008). Articles>User Experience

155.
#35238

Engaging the User: What We Can Learn from Games

As an Interaction Designer, I’m perpetually impressed with the continual design success inherent in most video games. We are taught to know our users by understanding their goals, leveraging mental models, and taking ourselves out of the equation in order to design useful and appropriate interfaces. And although a user-centered design approach is invaluable, I can’t help but wonder how game designers just seem to nail it time and again for what are large and diverse audiences.

Sasinski, Marc. Johnny Holland (2009). Articles>User Experience>Interaction Design>Games

156.
#30635

Engaging User Creativity: The Playful Experience

With so many choices as to how we can spend our time in the digital age, attention is becoming the most important currency. In today's splintered media environment, new digital products and services must compete with everything under the sun, making differentiation key to developing an audience that cares, invests, and ultimately drives value.

Follett, Jonathan. UXmatters (2007). Articles>User Experience>User Centered Design

157.
#27021

The Enterprise User Experience: Bridging the IT/Marketing Divide

Within the corporate world, the clash between marketing and IT teams is a well known, but little discussed subject. Often, the marketing or corporate communications team owns the vision for online efforts, while the tech team owns their execution.

Goodman, Bob. UXmatters (2005). Articles>User Experience

158.
#28655

Envisioning the Future of User Experience

Perspectives on the role UX professionals will play in the future and a few forward-looking predictions about the field of user experience.

Sherman, Paul J. UXmatters (2007). Articles>User Experience>Planning

159.
#32976
160.
#33951

Evangelizing UX Across An Entire Organization

Executive buy-in is important, but communicating and selling the UX message across the organization, at all levels, is just as important. I would be most interested in learning more about the corporate cultures that embrace UX or customer-centered thinking and understanding more about why they have and what makes them ripe. What worked in the organizations you’ve worked for? What caused frustrations? It seems when everyone is trying to improve the user experience, it can help empower a usability / UX / design team to work on more strategic initiatives instead of facing roadblocks along the way.

Six, Janet M. UXmatters (2009). Articles>User Experience>Workplace

161.
#31598

Everything in Moderation: Using Content Units to Manage UX

I’ve found that separating client requests into content units removes uncertainty and offers clearer direction, while helping your client recognize each individual request as a deliverable, requiring assignments and responsibilities. To do this, I follow a four-step process that helps delineate what content units each section of a Web site must cover—as opposed to content that acts as filler, or filler units.

LaFerriere, Keith. UXmatters (2008). Articles>Project Management>Planning>User Experience

162.
#32030

Execution Is Everything

The number one enemy of any strategy is poor execution. All across the business landscape, the ability of an organization to execute its strategy is one of the most critical elements of success. And for an effective UX strategy, the broad range of elements requiring alignment and implementation make its successful execution all the more difficult.

Baty, Steve. UXmatters (2008). Design>User Experience>Information Design

163.
#21288

Expanding the Approaches to User Experience

Jesse James Garrett’s 'The Elements of User Experience' diagram has become rightly famous as a clear and simple model for the sorts of things that user experience professionals do. But as a model of user experience it presents an incomplete picture with some serious omissions—omissions I’ll try address with a more holistic model.

Olsen, George. Boxes and Arrows (2003). Articles>Information Design>User Experience>User Centered Design

164.
#33584

Experience Attributes: Crucial DNA of Web 2.0

The industry has spent a lot of time defining Web 2.0 and mapping its DNA. But as we attempt to emulate the fast-growth success of the Web 2.0 darlings, we need to zero in on the parts of the DNA that actually create this noteworthy new value.

Schauer, Brandon. Adaptive Path (2005). Articles>Web Design>User Experience>Social Networking

165.
#20255

Experience Design

It’s time for web designers to peek over the cubicle and start sharing ideas with their peers in related design disciplines. Jacobson suggests one way to do that in this overview of the emerging Experience Design paradigm.

Jacobson, Bob. List Apart, A (2000). Design>Web Design>Theory>User Experience

166.
#34461

The Experience is Key

It is important to remember that the experience a person has using a product or service is every bit as important as that product or services usability.

Frontend Infocentre (2009). Articles>User Experience>Usability>Emotions

167.
#35367

Experience Themes

When a screenwriter can summarize a story in one sentence, he has a compass that can guide him throughout the writing process. Cindy Chastain chronicles how we can translate this approach to help us remember the quality and value of the experience we intend to deliver.

Chastain, Cindy. Boxes and Arrows (2009). Articles>Web Design>User Experience>Collaboration

168.
#37075

Explaining UX Design to High Schoolers

How do UX designers tell their story in a relevant, meaningful way, to audiences who have no exposure to UX? UX practitioners are keenly aware that everything we use in our lives was designed by someone. But outside of our industry (and related ones), most people aren't aware of the many decisions that were made (or not made) on their behalf when a product or service was designed. So I approached my friend Ben Chun about doing a presentation to his Introduction to Programming class at Galileo High School in San Francisco. He thought this would be a great start to a project they'd embark upon this year: designing an educational computer game for 5th graders.

Brazen, Teresa. UX Magazine (2010). Articles>Education>User Experience>User Centered Design

169.
#29820

Exploring Types and Characteristics of Product Forms   (peer-reviewed)

Incorporating emotional value into products has become an essential strategy for increasing a product's competitive edge in the consumer market. It is therefore important for product manufacturers to understand how products affect consumers' emotions. This study was undertaken to investigate the types and characteristics of household products that elicit pleasurable responses, in particular among young, college-age consumers. The results of the study could suggest the types and characteristics to consider when developing pleasurable products aimed at young consumers.

Chang, Wen-chih and Tyan-Yu Wu. International Journal of Design (2007). Design>User Interface>User Experience>Emotions

170.
#32779

First Fictions and the Parable of the Palace

this column will take the form of a journey through a wide range of topics at the intersection of user experience design and everyware.

Lamantia, Joe. UXmatters (2008). Articles>Technology>Ubiquitous Computing>User Experience

171.
#35643

First, Do No Harm

In my column, On Good Behavior, I’ll explore the essentials of good interaction design. This first column provides a brief introduction to interaction design—defining the scope this column will cover—then explores some key design principles. What is interaction design?

Gabriel-Petit, Pabini. UXmatters (2009). Articles>User Experience>Interaction Design>Workflow

172.
#30209

The Five Competencies of User Experience Design

This framework comprises the competencies a UX professional or team requires. The following sections describe these five competencies, outline some questions each competency must answer, and show the groundwork and deliverables for which each competency is responsible.

Psomas, Steve. UXmatters (2007). Design>User Experience

173.
#38982

The Five Competencies of User Experience Design

Our industry is at a crossroads, scrambling to adjust to the demand for richness in Web applications. Design principles, processes, tools, and resources are changing, too. So, now we need to clarify the value of UX design and the competencies it offers to the greater product development process.

Psomas, Steve. UXmatters (2007). Articles>User Experience>Web Design

174.
#36401

The Five Stages of How a Customer Experiences Your Brand

In the beginning your customer will be unaware of your brand. It is through a process of awareness, research, and involvement that you can transform these customers into your best advocates. There are five different stages of customers experiencing your brand, and if you manage to get these right they will begin to trust your brand.

Pro Designer, The (2007). Articles>User Experience>Marketing

175.
#36554

Five Steps to Building Social Experiences

Nowadays everyone wants social in their sites and applications. It’s become a basic requirement in consumer web software and is slowly infiltrating the enterprise as well. So what’s a designer to do when confronted with the requirements to “add social”? Designing social interfaces is more than just slapping on Twitter-like or Facebook-like features onto your site. Not all features are created equal and sometimes a little bit can go a long way. It’s important to consider your audience, your product—what your users will be rallying around and why they would want to become engaged with it and each other, and that you can approach this in a systematic way, a little bit at a time.

Malone, Erin. Boxes and Arrows (2009). Articles>Web Design>Social Networking>User Experience

 
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