Article by UX Magazine Staff
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- June 11, 2026
5 min read
- Artificial Intelligence, Future of Work, Open source, Software
Hiring is automated. The tools built to help you keep up are making it worse. There’s another way — one that puts your data, your drafts, and your decisions back in your hands.
Article by Pavel Bukengolts
Job Search Terminal: A Local-First Tool for an AI-Shaped Job Market
- The piece argues that most AI job search utilities deal with the wrong problem: they only lower barriers for candidates and perpetuate existing power imbalances.
- It contends that the choice of local-first, people-centered tools is a political position on professional data ownership, not simply a technical decision.
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- June 11, 2026
5 min read
- Artificial Intelligence, Career, Future of Work, Product Design, Technology, UX Design, UX Research
For researchers, AI tools are making the move from advising to building easier than ever. But the real obstacle was never technical. Meet the researchers who allowed themselves to create — and what the cost was.
Article by James Lang
The New Makers
- The article says that becoming a maker as a researcher is less about learning new tools or skills and more about giving yourself a new identity, and that without fixing the internal permission structures that define your swim lane, even the most democratized AI tools won’t turn a researcher into a maker — you don’t have a founder; you have a frustrated advisor with a prototype.
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- June 10, 2026
20 min read
- Behavioral Design, Game Design, Gamification Series, Player Engagement, Product Design, User Psychology, UX Design
Learn why authentic gamification is rooted in game genres rather than just collecting badges.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
- The article says that successful gamification is picking a game genre that fits your app’s core activities and user psychology, building satisfying intrinsic loops before adding extrinsic rewards, and iterating nonstop, and that without these foundations, you don’t have gamification; you have a progress bar that has a terminal point.
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- June 9, 2026
5 min read
- Critical Thinking, Design Leadership, Design Strategy, Design Thinking, Innovation
Reveal the three-part kernel that separates real problem framing from simple description.
Article by Morteza Pourmohamadi
A Problem Framing Kernel
- The piece argues that if you don’t have these three core elements: broadly collecting raw material, connecting elements to surface real tensions, and committing to a point of view, you don’t have a problem frame yet; you have a description.
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- June 4, 2026
4 min read
- 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.
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- June 2, 2026
4 min read