Article No. 1,344 | November 13, 2014
As more corporations and online giants turn to responsive design, it's beneficial to understand the limitations that come with it and how to work around them.
Article No. 1,339 | November 5, 2014
A review of four page-based prototyping tools—Flinto, Invision, Keynote, and Fluid UI—reveals strengths, weaknesses, and use-cases for each.
Article No. 1,338 | November 4, 2014
A thoughtful examination of empathy in life and in the context of design reveals that empathy is not merely about receiving, but also about giving.
Article No. 1,337 | November 3, 2014
Card decks are an enduring tool with the power to transform digital and physical experiences by helping designers reorganize their thoughts and inspiring new interfaces
Article No. 1,336 | October 30, 2014
Technology can change the ways we collect and arrange our ideas, but can it make you sit down and write that novel?
Article No. 1,332 | October 23, 2014
Jesse James Garrett, Margot Bloomstein, and Andy Polaine offer their visions for the future of UX.
Article No. 1,329 | October 20, 2014
As the field of experience design continues to mature, enhanced research techniques and new tactics for measuring emotional response will help us improve users' lives.
Article No. 1,323 | October 9, 2014
In an excerpt from his new book, Intertwingled, information architect Peter Morville describes how to create cultures that fit companies and their customers.
Article No. 1,322 | October 8, 2014
Designing for smartwatches, smartglasses, and activity trackers means paying attention to factors like battery life, visual design, and social acceptance.
Article No. 1,320 | October 6, 2014
Three steps you can follow to make your mobile design process more fruitful: Simplify, Prioritize, and Bulletproof.
Article No. 1,318 | October 2, 2014
Steve Krug, Nathan Shedroff, and Abby Covert take a crystal-ball look into the future of UX.
Article No. 1,316 | September 30, 2014
Our understanding of time is dependent on the lens we use, and data visualizations can provide a set of lenses for viewing time from different perspectives.
Article No. 1,314 | September 25, 2014
Frustrated with confusing, unorganized, complex, or antiquated antiquated user experience models, a designer at The Nerdery created the CUBI model.
Article No. 1,313 | September 24, 2014
While different in many ways, the three primary categories of wearable technology share attributes that designers, developers, and product managers need to be aware of.
Article No. 1,308 | September 16, 2014
For technology to truly improve education, design needs to be the centerpiece for innovation, making the value proposition a better experience.
Article No. 1,306 | September 12, 2014
The results of the Bottom Line Impact category of the Design for Experience awards highlight the importance of balancing business needs and user needs.
Article No. 1,302 | September 5, 2014
Surprisingly, a series of grievous UX fails by Apple led to the recent leak of hundreds of private photos of female celebrities.
Article No. 1,301 | September 4, 2014
Why designing responsive icons and logos can help create flexible, future-proof solutions that enhance user experience.
Article No. 1,300 | September 3, 2014
For mobile devices to maximize their computing potential, we need touch-based interfaces that utilize the complex input our fingers and hands can express.
Article No. 1,298 | August 28, 2014
Wishing that Instagram had a feature for creating collages, one user decided to create her own a prototype.
Article No. 1,297 | August 27, 2014
For users to see flat designs as intuitive, designers need to help them cross the knowledge gap by using familiar representations.
Article No. 1,295 | August 25, 2014
How user narratives went beyond personas and user stories to transform design awareness for an enterprise software company.
Article No. 1,293 | August 20, 2014
An inside look at how one company shifted the focus of its enterprise software from basic functionality to usability.
Article No. 1,291 | August 18, 2014
Adding features is easy when you design with scalability in mind. But is that really a good thing?