Article No. 1677 | April 20, 2017
As we have new experiences and learn new things, we store away information for recall at a later date. Information is first stored in our short-term memory for easy access and is then consolidated and stored in our long-term memory. It is used to store our knowledge, compare new information with old information, and keep track of the order in which things happen. Because of this, when a new product is introduced on the market, if it is designed in such a way that allows people to relate it to the way we use another product, it has a greater chance of being accepted.
Article No. 1524 | August 20, 2015
No-infrastructure, no-server mobile development can bring your product to market faster and at lower costs, but there are drawbacks to consider.
Article No. 1513 | July 28, 2015
How Microsoft Kinect and an open-minded approach to natural user interface design turned a portfolio review into a memorable interactive event.
Article No. 1511 | July 23, 2015
Excel: "Is it possible the file was moved, renamed or deleted?" User: "OK"
Article No. 1453 | June 17, 2015
Why does Windows reverse the cap settings when you press the shift button while caps lock is engaged? iT'S wEIRD.
Article No. 1409 | March 17, 2015
To decrease complexity in our designs, we need to look to our users and discover what simplicity means to them.
Article No. 1383 | February 3, 2015
The right arrow is a popular navigation tool but it lacks a consistent style and function, creating much confusion for users.
Article No. 1379 | January 27, 2015
A comprehensive guide for using your MVP to get the right product to market, fast.
Article No. 1378 | January 26, 2015
Here are four questions you must ask when taking the important step of optimizing your site for mobile devices.
Article No. 1363 | December 22, 2014
UX Magazine contributors give us their predictions for the trends and developments that will shape experience design in 2015.
Article No. 1349 | November 25, 2014
A review of several layer- and code-based prototyping tools highlights opportunities to gain more control over your mobile prototypes.
Article No. 1292 | August 19, 2014
For connected cars to truly connect with users OEM's need to figure out what's really important to drivers and make their information systems simple to use.
Article No. 1246 | May 29, 2014
With iOS 7, Apple seems poised to expand its reach into a wider portfolio of digital products, something designers should consider in the omnichannel world of mobile.
Article No. 1212 | March 31, 2014
The official website for the international Design for Experience awards is up and running!
Article No. 1201 | March 10, 2014
Looking back over the rapidly changing landscape through 32 years of front-end-development.
Article No. 1191 | February 19, 2014
As we opt-in to giving more and more of our selves over to technology, we risk trading dignity for convenience.
Article No. 1162 | December 19, 2013
A look at what 2014 might have in store for users and experience design practitioners.
Article No. 1157 | December 11, 2013
While flat design continues to take mobile and web by storm, designs that introduce users to fictional worlds continue to rely on skeuomorphism to sell the fantasy.
Article No. 1148 | November 21, 2013
Václav Krejčí, creator of the viral video "Was iOS 7 created in Microsoft Word," has written a book about Word as an instructional design tool.
Article No. 1080 | 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. 1063 | July 30, 2013
Leaving skeuomorphic design behind, iOS 7 offers a light and playful experience, perfectly in tune with the content it is designed to support.
Article No. 1057 | July 18, 2013
Building a bridge between the disparate experiences of IT administrators and end users can improve UX in enterprise software.
Article No. 1033 | June 10, 2013
The user interfaces presented in science fiction can be a huge source of inspiration, but designing down is often required to make them an approximate reality.
Article No. 1017 | May 13, 2013
By eschewing the design limitations of skeuomorphism and embracing the limitations of digital experiences, flat design has the potential to create great UX.