Article No. 1,087 | September 13, 2013
The Design for Experience awards program has a growing roster of judges who represent mastery in all aspects of user-centered research, design, and education.
Article No. 1,086 | September 12, 2013
Our everyday encounters with with good and bad experiences can be leveraged as part of an ongoing UX education.
Article No. 1,085 | September 11, 2013
A Cartesian preoccupation with a product's properties prevents seeing designs in context of a user's deeply personal world, à la Heidegger.
Article No. 1,084 | September 10, 2013
UX Magazine is presenting the international Design for Experience awards, designed to recognize excellence and share what can be learned from success and failure.
Article No. 1,083 | September 9, 2013
Attention to detail, a focus on immersion, and the desire constantly improve his products made Walt Disney one of the earliest designers of user experience.
Article No. 1,082 | September 5, 2013
A successful redesign of an iconic marijuana magazine website requires a design and development balancing act.
Article No. 1,081 | September 4, 2013
A gig with a startup teaches a seasoned content strategist the real difference between web writing and UX writing.
Article No. 1,080 | September 3, 2013
Designing large software products requires a living library of the project's diverse elements and visual standards, enter the enterprise UI toolkit .
Article No. 1,079 | August 29, 2013
An excerpt from Why We Fail, a new book from Rosenfeld Media, chronicles the design, limited release, and failure of Google Wave.
Article No. 1,078 | August 28, 2013
You can now access new content on UX Magazine using Google+.
Article No. 1,078 | August 27, 2013
There are steps you can take to ensure that the pressure to get a project completed quickly never leads to the sacrifice of user experience.
Article No. 1,077 | August 26, 2013
Heidegger's ideas about goal orientation make a case for middle ground between visible and invisible interfaces.
Article No. 1,076 | August 22, 2013
A look at the two primary uses of AI—"instrumental" and "affective"—that significantly boost the UX of a product.
Article No. 1,075 | August 21, 2013
Among other things, getting involved with UX organizations can help you network, expose you to broader UX culture, and give you the opportunity to share your experience.
Article No. 1,074 | August 20, 2013
Taking your user research out of the usability lab and into the field can give you better insights, educate your client, and energize your team.
Article No. 1,073 | August 19, 2013
When iOS stopped supporting Adobe Flash back in 2010, significant cross-platform audio and video rendering issues surfaced that remain with us today.
Article No. 1,072 | August 14, 2013
That rare creature on the UX landscape with the glittering horn—the one who can design and program—don't be one of those. Be a Pegasus instead, and fly above it all.
Article No. 1,071 | August 13, 2013
We're giving away five copies of the new Wiley book, "Evil by Design: Interaction design to lead us into temptation."
Article No. 1,070 | August 12, 2013
We're surrounded by more data than ever, and as the mountains of information continue to grow, storytelling techniques can help designers make sense of it all.
Article No. 1,069 | August 8, 2013
The rise of mobile technology has made traditional websites obsolete and the winning designs of the future will be immersive experiences with rich narratives.
Article No. 1,068 | August 7, 2013
Tips from a niche UX career development agency on creating a rewarding experience for hiring managers by putting some user-centered design magic into your portfolio.
Article No. 1,067 | August 6, 2013
As put forth in his new book, Evil by Design, Chris Nodder argues that it's acceptable to deceive users with persuasive design when it's in their best interests.
Article No. 1,066 | August 5, 2013
When employed to its full potential, field research done in unique user environments can uncover opportunities to innovate customer experience.
Article No. 1,065 | August 1, 2013
With gamification continuing to grow in popularity as a way to engage users, the new book Gamification at Work lays out the five steps of "player centered design."