Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Business Value and ROI ›› 6 Key Questions to Guide International UX Research ›› Win This Book! Design for Care: Innovating Healthcare Experience

Win This Book! Design for Care: Innovating Healthcare Experience

by UX Magazine Staff
1 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

We’re giving away three digital copies of the new Rosenfeld Media book, Design for Care: Innovating Healthcare Experience, by Peter H. Jones.

Yesterday we gave you a sample of Peter H. Jones’ new book from Rosenfeld Media, Design for Care: Innovating Healthcare Experience.

Today, we’re launching a contest to give away three digital copies.

We’re still in the thick of our campaign to get to the bottom of what information architects do, so to enter, all you need to do is answer a question for us:

 

What does an IA do?

Just to be clear, even though our campaign is aimed specifically at information architects, for this contest we want to hear from everyone.

There are three ways to enter:

Via Twitter

  • Make sure you’re following UX Magazine on Twitter.
  • Create a tweet that says, “Hey @uxmag, <your answer>. https://uxm.ag/188 – #HeyIA @designforcare”
  • Replace the blank with your response to the question. Make sure to keep the rest of the tweet the same.
  • Publish the tweet.

Via Facebook

Via Email Subscription

Note: If, and only if, you’ve already subscribed via email, you can enter this giveaway by emailing your answer to [email protected].

Three winners will be chosen from the valid entries. The contest ends on Friday, June 28th.

post authorUX Magazine Staff

UX Magazine Staff
UX Magazine was created to be a central, one-stop resource for everything related to user experience. Our primary goal is to provide a steady stream of current, informative, and credible information about UX and related fields to enhance the professional and creative lives of UX practitioners and those exploring the field. Our content is driven and created by an impressive roster of experienced professionals who work in all areas of UX and cover the field from diverse angles and perspectives.

Tweet
Share
Post
Share
Email
Print

Related Articles

Find out why slapping badges and points into your app doesn’t work and what six principles from real game design actually drive long-term engagement.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution
  • The piece argues that gamification fails when game aesthetics are borrowed, but game logic is not. Real game designers use six principles to bring real engagement: authentic mastery, meaningful choice, flow-calibrated challenge, rewarded exploration, self-expressed identity, and real social interdependence. The fix isn’t more mechanics; it’s making the experience itself worth repeating.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution
5 min read

Learn how one product designer built a faster, sharper workflow where AI does the scaffolding, judgment owns the outcome, and nothing ships without a traceable why.

Article by Pavel Bukengolts
The Spiral Climbs: Ideas Are Expensive, Systems Are Cheap
  • The piece explores that design is no longer about designing screens but owning systems, bets, and outcomes. But the core judgment, empathy, and research are irreplaceable. I chain Miro, Figma, VS Code, GitHub, and Jira into one traceable loop from idea to learning. AI takes on the exploration and scaffolding. People own architecture, security, and accountability. A 48-hour operating cadence of small, measurable bets, linked artifacts, and documented decisions keeps speed honest.
Share:The Spiral Climbs: Ideas Are Expensive, Systems Are Cheap
6 min read

Discover why the points, badges, and streaks in your favorite apps aren’t really gamification.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem
  • The piece claims that most apps misuse gamification, copying superficial mechanics like points and badges that trick rather than motivate people, and that the experience itself is what truly drives engagement, just like good games do.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem
4 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and