- Behavioral Design, Education Technology, Game Design, Gamification Series, Player Engagement, Product Design, UX Design
Learn why your badges and streaks won’t wow kids raised on Minecraft.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
- The piece explains that young users, trained by thousands of hours of expert game design, can smell fake gamification at a hundred paces.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
Share this link
- June 2, 2026
4 min read
- Agile, Design Process, Product Design, UX Design
Learn about the most difficult challenge for designers in Agile.
Article by Paivi Salminen
The Part of Agile Designers Fear the Most: Imperfect Work
- The article argues that designers aren’t afraid of shipping imperfect work; they’re afraid of imperfect work remaining imperfect because teams tend not to come back to improve what they’ve already shipped.
Share:The Part of Agile Designers Fear the Most: Imperfect Work
Share this link
- May 28, 2026
4 min read
Article by UX Magazine Staff
Share:Trust Is the Currency, Knowledge Is the Engine
Share this link
- May 26, 2026
5 min read
- Behavioral Design, Game Design, Gamification Series, Player Engagement, Product Design, UX Design
Find out why slapping gamification on your product without first selecting a genre is the silent killer of your engagement strategy.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework
- The article argues that “adding gamification” without selecting a genre is akin to “adding music” without referencing jazz or heavy metal: a category error that most product teams never realize they’re making.
- It contends that different game genres are not just aesthetic choices; they are fundamentally different motivational architectures, and mapping your product to the wrong one is why most gamification fails.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework
Share this link
- May 26, 2026
19 min read
- AI Agents, Artificial Intelligence, Product Design, Psychology and Human Behavior
Learn why shipping AI features is the easy part and what it takes to get people to trust them.
Article by Anina Botha
Making the Invisible, Visible: 6 Months of Diving Deeper into AI
- The piece states that building AI features is easy. But building them on purpose, turning invisible human behaviors like trust and bias into deliberate design choices, is where the work lives.
Share:Making the Invisible, Visible: 6 Months of Diving Deeper into AI
Share this link
- May 21, 2026
4 min read
Article by UX Magazine Staff
Share:Real AI Strategy Isn’t a Vendor Bake-Off
Share this link
- May 20, 2026
5 min read