Showing posts with label user experience. Show all posts
Showing posts with label user experience. Show all posts
Thursday, January 03, 2013
Organizing Mobile Web Expereinces
The things that make mobile devices unique have a big impact on how we can organize and guide people through the content of our Web experiences. Just making a desktop-based design tiny won’t cut it. Moving your web site to the mobile web makes you step back and rethink.
Watch a video of this presentation at: Extension Learn
Labels:
mobile,
user experience
User Experience Design in the Google Era
NavigationArts' Director of Information Architecture, Kelley McDonald, discusses how to engage site visitors through effective site structure and relevant content.
Labels:
google,
user experience,
user experience design
Testing One Thumb, One Eyeball Mobile Use
People use their smartphones anywhere and everywhere they can, which often means distracted situations that require one-handed use and short bits of partial concentration. By LukeW
Labels:
mobile design,
thumb,
thumbs,
user experience
Monday, October 22, 2012
The S.M.A.R.T. User Experience Strategy
It’s not specific, directly measurable, actionable, relevant or trackable. Thus, it will create disagreement and disorganization, sending many projects into chaos. However, you can avoid this by using S.M.A.R.T. goal-setting criteria when defining user and business goals. By Smashing UX Design
Labels:
smart,
user experience,
ux
Tuesday, May 15, 2012
5 Reasons Why Metaphors Can Improve the User Experience
There are many ways to experience the world around us. Especially offline, we can make use of our different senses to collect information, interpret our environment and make judgments. By Six Revisions
Labels:
metaphors,
user experience
Friday, April 27, 2012
Gamification And UX: Where Users Win Or Lose
So, what do games have that we miss in UX and Web design? Games have stunning graphics, missions, high scores, etc.. But adding any of those to our designs does not necessarily provide a better user experience — in many cases they’re frippery. What we are really looking for is what those elements bring to the games. By Smashing UX Design
Labels:
information architecture,
user experience,
user interface,
ux
Tuesday, April 10, 2012
A Handy Guide to Better User Experience
In simplest terms, UX, also known as user experience or user usability is the way most basic users feel about using an application, a program, a website or anything. User Experience is based on the reactions and responses the user performs and provides. By 1st Webdesigner
Labels:
user experience,
ux
Friday, March 02, 2012
Audiences, Outcomes, and Determining User Needs
Every website needs an audience. And every audience needs a goal. Advocating for end-user needs is the very foundation of the user experience disciplines. We make websites for real people. Those real people are able to do real things. Everyone is happy. But, it’s not really that easy, is it? By A List Apart
Labels:
audience,
usability testing,
user experience,
user needs,
website
Tuesday, February 07, 2012
Integrating UX into the Product Backlog
Teams moving to agile often struggle to integrate agile with best practices in user-centered design (UCD) and user experience (UX) in general. Fortunately, using a UX Integration Matrix helps integrate UX and agile by including UX information and requirements right in the product backlog. By Boxes and Arrows
Monday, January 30, 2012
The UX Research Plan That Stakeholders Love
UX practitioners, both consultants and in house, sometimes conduct
research. Be it usability testing or user research with a generative
goal, research requires planning. By Smashing Magazine
Tuesday, January 10, 2012
Stop Designing Pages And Start Designing Flows
For designers, it’s easy to jump right into the design phase of a website before giving the user experience the consideration it deserves. Too often, we prematurely turn our focus to page design and information architecture, when we should focus on the user flows that need to be supported by our designs. By Smashing UX Design
Tuesday, October 04, 2011
The S.M.A.R.T. User Experience Strategy
There’s a fundamental problem with stating that your goal is to “create a good user experience.” It’s not specific, directly measurable, actionable, relevant or trackable. Thus, it will create disagreement and disorganization, sending many projects into chaos. However, we can avoid this by using S.M.A.R.T. goal-setting criteria when defining user and business goals. By Dickson Fong
Labels:
smart,
user experience
Improving The Online Shopping Experience, Part 2
Great tips looking at ways to enable customers to make the decision to buy and to guide them through the check-out process. By Lyndon Cerjo
Labels:
online shopping,
user experience
Improve The User Experience By Tracking Errors
It’s easy to see your top-visited pages, navigation patterns and conversion metrics using visitor-tracking tools like Google Analytics. However, this data doesn’t show the roadblocks that users typically run into on your website. By Lara Swanson
Labels:
navigation patterns,
patterns,
user experience
Monday, August 01, 2011
Inside Google’s User Experience Lab
Marcin Wichary’s fascination with the relationship between humans and machines began at an early age. As a boy in Poland, he was mesmerized by the interaction between arcade patrons and the video games they played. By Dan Redding
Labels:
google,
user experience
Friday, July 01, 2011
End-to-end experience design
UX means more than just the product interface; it encompasses the whole experience a person will have with a brand and their overall satisfaction with a product. By Theresa Neil
Labels:
user experience
Wednesday, March 16, 2011
Why User Experience Cannot Be Designed
Labels:
user experience
Thursday, October 07, 2010
What Is User Experience Design?
Labels:
user experience
Monday, October 04, 2010
User Experience: Using Empathy to Empower Your Users
Whenever we talk about the subject of user experience, one word pulls itself to the front of every discussion. This word is empathy. By Alexander Dawson
Labels:
user experience
Tuesday, August 31, 2010
Good Help is Hard to Find
One of the most fundamental rules of user experience on the web is that developers are rarely qualified to evaluate it. A person who has trouble using a website to accomplish a task will quickly grow frustrated. By Lyle Mullican
Labels:
user experience
Subscribe to:
Posts (Atom)
