Archive for the 'Design Strategy' topic

UIE Book Corner: Steve Portigal’s “Interviewing Users: How to Uncover Compelling Insights”

Steve’s book is a distillation of his years of experience conducting research with users. Somehow existing as both a handbook of sorts and as a casual conversation with one of the sharpest minds in the field, it’s a must-have for anyone thinking about the research side of things. Steve breaks down interactions with users to illustrate when, and how, to ask the right questions to uncover valuable insights.

UIETips: Goods, Bads, and Dailies – Lessons for Conducting Great Critiques

  Critique is a critical role in the design process but often it’s not done in a productive manner. In this article, I explores critique techniques and discusses four important roles of the process. Design studios and critiques are so instrumental in the design processes that we’ve included it as a one day workshop at […]

Christine Perfetti – Jumpstart Your UX Research Program

UX folks often have to sell the importance of the field to stakeholders. That’s also the case with user research. The costs and time associated with starting a research program, and actually interacting with users, are sources of a lot of friction. Organizations are now seeing the value in user research but it’s daunting to know where to begin. It’s also difficult to fit research into an already established process.

Scott Berkun – Innovating on a Deadline

Everyone wants to be innovative, to be the next iPhone, or Google. Innovation in itself is a tricky proposition. There’s really no way to aim for it as a goal and it’s not something you can declare you’re going to achieve. Many companies and products have been innovative though, so there must be some way to do it.

Why Is Not Enough: Overcoming Flaws of the Five Whys

The Five Whys is a popular form of root cause analysis — a way to get to the core reason things aren’t working so that you can identify potential solutions. The goal is to dig deep enough that you’re not just fixing symptoms. The technique, as prescribed, is simple enough. You keep asking why. The […]

UIEtips: Replacing “Requirements Gathering” with Something That Works

In this week’s UIEtips, I talk about replacing “requirements gathering” with something that works. Here’s an excerpt from the article: You’ve seen the box on the project schedule a hundred times. It always has the same label: “Gather Requirements”. And it’s always remarkably short — scheduled for just a day or two (or sometimes less!). […]

UIEtips: Designing Microinteractions

In this week’s UIEtips, I talk to author and interaction design guru Dan Saffer about microinteractions. Here’s an excerpt from the article: Jared: What are microinteractions? Dan: Microinteractions are the small pieces of functionality that exist around or sometimes in place of larger features. An example is turning off the ringer on your phone. Nobody […]

UIEtips: What Makes an Experience Seem Innovative?

In this week’s UIEtips, I explain what makes an experience innovative. Here’s an excerpt from the article: Everyone assumed the old way of long lines was how you did it. They built their stores with dedicated space to accommodate the lines during busy periods, such as after the holidays. Apple’s new approach meant their architects […]

Jeff Gothelf – Lean UX: Escaping Product Requirement Hell

Assumptions tend to be the downfall of many research projects. Making design decisions based on generalizations of what people are likely to do leads to surprises once you finally get your product in front of actual users. The result? Rework and frustration due to an overall lack of communication within the team.

UIEtips: Why Lean UX?

In this week’s UIEtips, Jeff Gothelf lays out his rationale for why Lean UX is something new and why it’s important now. Here’s an excerpt from the article: When bringing our craft to software in the 1980s and 1990s, designers approached software in the same way we approached the earlier materials we worked with. In […]