Apple Vision Pro: how to turn people into 24/7 surveillance agents for capitalism

From Apple.com In the world of tech, innovation is a double-edged sword. On one side, we have the allure of cutting-edge technology, promising to revolutionize our lives. But what happens when this revolution infringes on our privacy? The latest product from Apple, the Vision Pro AR headset, is a perfect example of this dichotomy. The… Continue reading Apple Vision Pro: how to turn people into 24/7 surveillance agents for capitalism

Decision provenance is a requirement for “two-way door” decision-making

Pavel Samsonov · Follow Published in UX Collective · 5 min read · 22 hours ago — Listen Share “What should we build next?” is a question that most product teams ask themselves every two weeks. Usually, the answer is focused on outputs: some variation on “the next item at the top of the backlog.”… Continue reading Decision provenance is a requirement for “two-way door” decision-making

Published
Categorized as UX

It takes a village to do human-centred design

Photo by UX Indonesia on Unsplash Human-Centred Design is not a solo mission. It never was and never will be. It is a collective effort. HCD is an inclusive and co-creative process that relies on the combination of many kinds of expertise. It was made to solve wicked problems and fully embraces the Dusty Baker quote: “Everybody… Continue reading It takes a village to do human-centred design

Where is UI design headed?

Reflections and forecasts amidst the rise of AI and XR. Vrinda Singh · Follow Published in UX Collective · 16 min read · 3 days ago — Listen Share Video courtesy: Keiichi Matsuda I had my first encounter with generative AI in 2016, with the Deep Dream Generator created by Alexander Mordvintsev. It’s an image… Continue reading Where is UI design headed?

Published
Categorized as UX Tagged

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

Published
Categorized as UX Tagged

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

Published
Categorized as UX Tagged

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