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Defining and Informing the Complex Field of User Experience (UX)
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ISSN: 2168 5681
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100 Things Every Designer Needs to Know About...
Two sample chapters from Susan Weinschenk's new book.
Susan Weinschenk, Ph.D.
UX: Don’t Hate, Participate
Building the legitimacy of UX by bridging relationships cross-functionally.
Designing & Selecting Components for UIs
How to choose (or design) components based on sound principles of usability.
Donna Maurer Spencer
Communicating the UX Value Proposition
A framework to help articulate and visualize the value of UX activities.
Understanding Designer-Developer Workflow
Examining the patterns and tools for designer-developer workflow.
You Are Solving The Wrong Problem
When solving a difficult problem, re-ask the problem so the solution helps you learn faster.
Beauty and cosmetic interest serve the purposes of visual enticement and emotional draw.
Global by Design
Using global design templates to present a consistent UX across regional and country websites.
The UX of this Article
Content is often overlooked in the usability design of products.
Ten Guidelines for Quantitative Measurement of UX...
Advice from Vanguard's UX manager on using quantitative data.
Is Marketing the Evil Empire?
Video interview responses from speakers and attendees of the 2011 IA Summit.
Jonathan Anderson | UX Magazine
The Total Experience
The elements of better customer experiences, and how to deliver on them.
Location as a Layer
Associating location with just about anything can make the resulting data more powerful.
Why We Need Storytellers at the Heart of Product...
Storytellers help build cohesiveness in products and within teams.
Win a Copy of "Brave NUI World"
Enter to win a copy of this new book on designing natural UIs for touch and gesture.
UX Magazine Staff
Sample chapter from "Brave NUI World"...
An introduction to and sample chapter from Daniel Wigdor and Dennis Wixon's new book.
A mid-fidelity prototyping technique for quickly generating contextually accurate tests.
Apple's Proposed Multi-Touch UI System
Looking behind the patents to see a coordinated proposal for a multi-touch UI.
The Amazing Google-Cycle
The Elements of Player Experience
A framework for understanding player experiences to build successful, engaging, and enjoyable games.
When developing apps across mobile platforms, there should be no devices left with a poorer UX.
From Consumer Toy to Corporate Tool
How to assess the viability of and deploy iPads in enterprise settings.
User (Experience) Research, Design Research,...
Changing labels and new approaches to understanding user research.
UX Magazine at the IA Summit in Denver
Visit the UX Magazine booth at the IA Summit to be interviewed about your thoughts about UX.
UX Magazine Staff