Embracing change with system-driven design

To embrace change, you have to make it easy and cheap. System-driven design is one way to do just that. Waterfall, the double diamond, and other traditional ways of approaching the development of digital products rooted in the building perspective take for granted that it’s easier to make changes to designs than code. They operate under… Continue reading Embracing change with system-driven design

Continuous design: a framework for digital products

I used my observations of good and bad design practices in product teams to identify three key principles that could be used to build up the framework: Design engages with messy reality Design knowledge resides in models Most (digital) design happens post-launch 1. Design engages with messy reality Many teams are so focussed on their… Continue reading Continuous design: a framework for digital products

Designing for dyslexia

Camryn Manker · Follow Published in UX Collective · 7 min read · Just now — Listen Share Photo by Rob Hobson on Unsplash 1 in 10 people have dyslexia. The world has about 7.8 billion people living it in, so there are around 780 million people who are dyslexic. In other words, there are… Continue reading Designing for dyslexia

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Design Risks: How to Assess, Mitigate, and Manage Them

It’s impossible to see into the future and anticipate every possible outcome of our design decisions. As a result, every major design decision comes with risks: risk that the design will be unfamiliar or hard to use or unpopular, risk that it will cost too much money, or risk that it will be abused or… Continue reading Design Risks: How to Assess, Mitigate, and Manage Them

Good UX is not enough without a proper communication plan

To make a design thrive, you should support it with strategies to make it even more robust and accepted. There should be a coexistence between a practical design that should be free of explanation (invisibility) and effective communication (notoriety) Like many designers, I’ve been practicing this mantra all my career: “Good design is invisible,” but… Continue reading Good UX is not enough without a proper communication plan

The purpose of a system is how we shape it

We are not masters of our information, but we can be if we build information systems shaped like human consciousness. Why are our information systems places where ideas go to die? Why are they clogged with shallow, soulless filler? Why can so few of us, and fewer organizations, gain any level of mastery over our… Continue reading The purpose of a system is how we shape it

Accessible video game design

Accessible game design is beneficial to EVERYONE, this includes individuals with permanent or temporary disabilities, game developers, and the average player. Camryn Manker · Follow Published in UX Collective · 12 min read · 12 hours ago — 1 Listen Share Photo Credit: Microsoft Out of the billions of people who play video games worldwide,… Continue reading Accessible video game design

AR design: harnessing the magic, mitigating the danger

Between wonder and harm In a future where we spend significant chunks of our waking hours in augmented reality, our relationship with the world will change. Currently, we only interact with objects that exist at the physical layer of reality. However, in the future, objects from the virtual layer will be added to our immediate… Continue reading AR design: harnessing the magic, mitigating the danger

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Card sorting with visually impaired participants: how to overcome accessibility barriers

A guide to conducting card sorting with participants who are visually impaired. Photo by Author; generated using Stable Diffusion. Card Sorting is a UX research method used to understand how users categorize and organize information, which reflects how they expect information and content to be organized on a user interface. In this method, participants are… Continue reading Card sorting with visually impaired participants: how to overcome accessibility barriers

Trick or treat? Unraveling the UX of Samsung’s secret moon zoom AI

This moon was haunted when she trained her phone’s lens on it. For unbeknown to her the camera had been trained on it already, on countless copy-nights before. The latest thing with memories was that they were built into things and no longer had to be your own… Image by the author. Moon-based UX These beginnings of… Continue reading Trick or treat? Unraveling the UX of Samsung’s secret moon zoom AI

High-contrast UX, Midjourney for branding, regenerative design

“By now, it’s no secret that AI will considerably impact the future of branding and design — making us question how we can continue to provide irreplaceable value as designers. Some creatives like Alif Ibrahim from It’s Nice That have suggested it be used to automate mundane and repetitive tasks like resizing, exporting, or mindless… Continue reading High-contrast UX, Midjourney for branding, regenerative design

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An urban planner’s guide to designing software

Urban planners have been designing for human experiences for nearly 200 years, UI/UX designers can learn from this It’s July of 2016. The augmented reality game Pokémon GO was just released. Within days, millions of teens and Millennials are suddenly spending hour upon hour outside in search of rare Pokémon, battling one another, and living in… Continue reading An urban planner’s guide to designing software

What’s the place of ‘PLACE’ in regenerative design?

Illustration of how people can co-evolve with nature. I’m taking the Regenerative Development and Design course by Regenesis at https://www.regenerat.es/trp/ and thought I could share some key learnings before I get overwhelmed. The most exciting lesson for me is the concept that Regenesis calls the ‘Story of Place™’, but if you are new to regeneration,… Continue reading What’s the place of ‘PLACE’ in regenerative design?

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