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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.'



iPhone Evaluation Report

User Centric, a privately held usability consulting firm based in Chicago, evaluated the long-term usability and user experience of the iPhone in 2007.

uiGarden (2008). Articles>User Experience>Usability


iPhone Is Not Easy to Use: A New Direction for UX Design

I live and breathe user experience design, and yet it took me two years to get myself the device referenced by almost every single presentation about user experience since 2007… Apple’s iPhone. My reasons were very specific and perhaps boring, but what is interesting is the perspective this wait has afforded me. Since it was released, the iPhone has grabbed an astonishing share of mobile Web traffic, been regarded as a “game-changer” in both the design and business worlds, and has even been referred to as the “Jesus Phone.” Now that I’ve owned one for two weeks I’ve developed a different perspective. The iPhone is surprisingly difficult to use, but it sure is fun! And that is why it’s a game-changer.

Beecher, Frederick. Johnny Holland (2009). Articles>Usability>Interaction Design>User Experience


Is Beauty the New Usability Attribute?

The beauty of a product can influence the users' overall impression or general user satisfaction of the product. Think iPod. But how do you measure that?

Hall, Mark D. and Kathleen Straub. Human Factors International (2005). Articles>Usability>Aesthetics>User Experience


Is Your Agile Software Process Handcuffing the User Experience Design?

Agile software development is a method in which software is designed, examined and delivered to the market swiftly, so that end-users can provide feedback and more feature changes can be made and adjusted within a few months time, rather than once or twice a year. But look at the Agile description again: minimal planning, small changes, releases every 1-2 months. That allows for feature by feature adjustments, not a total redesign of the workflow, layout, navigation systems, etc.

Colvin, Kris. Design for Users (2009). Articles>User Experience>Agile>Workflow


Is Your Design Thinking Showing?

Just as companies need to differentiate themselves by creating and promoting a clear value proposition, so do UX groups. What is our value proposition? What can UX teams do that other disciplines cannot? We think in terms of design. We communicate visually. Nobody else can do this as well as we can. Other disciplines may do a much better job of communicating numbers in spreadsheets or giving slick presentations highlighting features. What we, as UX professionals, can do is bring possibilities to life by visualizing solutions for stakeholders and enabling them to see those possibilities in tangible form.

Nieters, Jim. UXmatters (2009). Design>User Experience


Jakob Nielsen

Today Jakob Nielsen is an inspiration and, through his books and seminars, a teacher to many. But what inspired him to get where he is today?

Adlin, Tamara and Jakob Nielsen. UX Pioneers (2007). Articles>Interviews>User Experience


Journal of HCI Vistas

This website is meant to provide insights into various multi-disciplinary aspects of Human-Computer Interaction (HCI). It looks at this subject particularly from Indian perspective. HCI Vistas publishes at least two original articles every month. It offers latest research papers as downloads. It also presents Comptoons and survey reports. The website is meant to provoke new thinking in the HCI domain.

Katre, Dinesh S. Journal of HCI Vistas (2005). Resources>Human Computer Interaction>Usability>User Experience


Judy Ramey

Did ye know that studying Medieval troubadours can actually help ye understand the communication challenges we face in our 'High Church of Technology?'

Adlin, Tamara and Judith Ramey. UX Pioneers (2007). Articles>Interviews>User Experience


The Kano Model

The Kano model is both a precious User Centered Design tool and a precious decision-making aid tool. The Kano model seeks to connect requirements (response to needs, product attributes) and customer satisfaction, and classifies 3 types of requirements, that will influence the final customer satisfaction.

Agile UX (2009). Articles>User Experience>Agile>Methods


Leah Buley on How to Get a Good Design Faster

Leah Buley is an experience designer for Adaptive Path, and she will be running a Bootcamp at Web 2.0 Expo New York to teach others how they can more productively and efficiently work together to create great designs and better user experiences. Leah recently spoke to us about her approach and how designers can apply it to their own situations.

Pike, Kaitlin and Leah Buley. Web 2.0 Expo (2009). Articles>Interviews>User Experience


Lean UX Is Dead. Long Live Lean UX.

If we’re going to get pumped up about a new method, then let’s get pumped up for the right reasons. Lean UX isn’t about a new way to just make stuff and avoid deliverables. It’s about a new way to be strategic actors in our organizations.

Laugero, Greg. Johnny Holland (2012). Articles>User Experience>Minimalism>Workflow


Learning From Museums: Kate Talks with the SFMOMA Interactive Educational Technologies Team

What can the User Experience field learn from the world of museums? Peter Samis and Tana Johnson of the San Francisco Museum of Modern Art (SFMOMA) Interactive Technologies Team can help answer the question. The issues that they grapple with (and solve through inventive design) are firmly grounded in the goal of providing exceptional and inspiring museum experiences.

Rutter, Kate. Adaptive Path (2008). Articles>Interviewing>User Experience>Interaction Design


Less is Better

David Heinemeier Hansson is one of the most influential voices on the Internet. He is the author of the immensely popular Ruby on Rails programming framework, is a noted blogger and media figure, and is elegantly opinionated when it comes to the best ways to make great software.

Umbaugh, Brad and David Heinemeier Hansson. UX Magazine (2009). Articles>Interviews>User Experience>Minimalism


Lessons from a Street-Side UX Designer!

This example offers some insights into how ‘the arousal of the feeling of trust’ is dependent on the design of features and overall user experience, for the business transaction to kick off. The learning can be particularly applied in the context of online business portals and websites.

Katre, Dinesh S. Journal of HCI Vistas (2007). Articles>User Experience>Case Studies


Let Users Drive Cross-Platform Design

The word of the day driving cross-platform design seems to be consistency. Responsive design has enabled designers and builders all around the world to create digital experiences that adapt to your screen of choice. Whether it’s mobile-first or a desktop experience adapted to a smaller screen, the result becomes very much the same.

Lindahl, Emma. UX Magazine (2015). Articles>User Experience>Operating Systems


Let's Be Frank

Within the field of architecture, Frank Gehry does the unthinkable; he sets all the rules aside, “going beyond current modalities of structural definition.” Constantly pushing not only his own creativity and understanding, but also those around him. It’s this constant pushing and pulling, collapsing and expanding, aligning and rearranging, as well as his unconventional thinking and use of unconventional materials that transfixed me to the genius of a man that some call the most influential architect of the 20th century.

Saylor, Christian. UX Magazine (2011). Design>User Experience


Let's Get It Started!

STC communities have moved from trying to figure out how they will work in the new model to starting to make the kinds of fundamental changes and undertake initiatives that will build value for members. We are starting to understand how to 'play' within and succeed with our new rules. For UUX to undertake new initiatives, we need more members to volunteer.

Bachmann, Karen L. Usability Interface (2006). Articles>Usability>User Experience>Volunteering


Leveraging User Data by Embedding UX Design Knowledge in Products

The role of data in a UX design process usually goes something like this: User researchers or UX designers gather data about users and their needs, using a variety of qualitative and quantitative approaches. They then analyze the data—often developing documentation that synthesizes the data, such as a task analysis or a set of personas. Finally, they use their analysis as a basis for making design decisions or influencing the strategy of the broader organization. Throughout this process, UX professionals mediate the relationships between the data that describes users and their requirements, design goals, and business objectives, seeking to align them as closely as possible. This article looks at how we can make this process of data analysis and design—or redesign—more effective by embedding UX design knowledge in computer systems.

Hornsby, Peter. UXmatters (2010). Articles>User Experience>Usability>Log Analysis


Live by the Mockup, Die by the Mockup

Regardless of what you call it, the mockup can either sell your design or plummet you into a cyclical tunnel of churn. That's why, like it or not, interface designers often live and die by the mockup.

Wroblewski, Luke. UXmatters (2006). Design>Web Design>User Experience


Living La Vida Virtual: Interfaces of the Near Future

Personal computing is in an awkward adolescence right now. On one hand, we are rapidly moving into ubiquitous computing environments that let people constantly interact with the omnipresent network; on the other, the devices and interfaces we are using to enter these new frontiers provide woefully inadequate user experiences. Let's take a look at one of the key technologies that will take mobile user experiences to the next level: holography.

Knemeyer, Dirk. UXmatters (2005). Design>User Interface>Ubiquitous Computing>User Experience


Logic + Emotion

Logic+Emotion exists at the intersection of business + experience design—where passive consumers become active participants.

Armano, David. Logic Plus Emotion. Resources>Information Design>User Experience>Blogs


Luke Wroblewski: The Want Interview

Luke Wroblewski isn’t exactly what you’d expect. For one thing, he looks a lot younger than his 15 years in the Usability and design fields would imply. And he’s much more mild-mannered in person than his prolific blogging and busy conference schedule would suggest.

(2010). Articles>Interviews>User Experience>Web Design


Luxury and the Construction of Desire

Contrary to the commonly held belief, the etymology of the word luxury, “LUV” in Greek, refers to what is loosened, separated, dislocated or out of joint—and which, moved thus, finds itself in excess; an instance of disorder and debauchery. Nothing throws luxury back to light (Lux; Greek root LEUK- or in Latin LUC-)…nothing except an imaginary construction into Western culture–especially in Europe where it is associated with the luster of that which shines.

Ochs, Lionel. Want Magazine (2010). Articles>User Experience>Cultural Theory


Making Emotional Connections Through Participatory Design

Most of the people we talk to believe that the desired end result of experience design is an emotional connection between a person and her experience with a product or service. When a company is able to make them, such connections can have a positive impact on the company’s brand.

Gage, Marty and Preetham Kolari. Boxes and Arrows (2002). Design>User Centered Design>User Experience>Emotions


Making Mountains of Data Rewarding to Roam

Here’s a fun rabbit hole to tumble down: Google “How much data is there in the world” and wind through the results. The Daily Mail frames an answer nicely in an article that’s well over a year old now: “There is so much data stored in the world that we may run out of ways to quantify it.”

UX Magazine (2014). Articles>User Experience



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