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Design Theory

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Technology makes seemingly inconvenient tasks easier — but at what cost?

Article by Jesse Weaver
The Value of Inconvenient Design
  • The article covers the problem of friction and its impact on design.
  • The author explains the problem friction brings to design value based on examples of IKEA, Facebook and Amazon.
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8 min read
The Value of Inconvenient Design

When less is usually — but not always — more

 

Article by Ed Orozco
Balancing Cognitive Load and Discoverability
  • The author explains how reducing cognitive load helps user interfaces seem easier to use.
  • The article covers:
    • Information Architecture & Cognitive Load
    • Staggered vs Flat Information Hierarchies
    • The case for a flat hierarchy
    • The case for a staggered hierarchy
  • Balancing cognitive load and information density requires a lot of skill and deep knowledge of your customer.
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3 min read
Balancing-cognitive-load-and-discoverability

Is Yoda truly the real groundwork of design thinking? Here is what we’re about to find out.

Article by Rich Nadworny
Design Thinking With Yoda
  • The author explains why he believes Yoda lays the real groundwork for design thinking.
  • Design thinking is a force for good, a force for change, it is a way of showing the interconnectedness of people to create a better life, business, or world.
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4 min read
Design thinking with Yoda

Tips on how to champion HCD and design research to stakeholders and get them on board with all of your UX processes.

Article by Sara Fortier
How to Champion HCD and Design Research to Stakeholders
  • The article covers:
    • The importance of stakeholder management
    • Challenges to overcome with research resisters
    • Common objections to doing user research and how to respond
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8 min read
How to Champion HCD and Design Research to Stakeholders

Bad things happen as we stop solving people problems and start solving business problems

Article by Jesse Weaver
Human-Centered Design Dies at Launch
  • Even though every designer considers their most important stakeholder, this might only be good on paper
  • The problem is that as a company moves through each phase of the design process, the organization’s incentives can fall farther out of alignment with the needs of the people using the product and align more with the needs of the business.
  • The author walks through each designing phase, using a ride-sharing app as an example:
    1. Initial concept development/MVP (people problem)
    2. Reach product/market fit (product problem)
    3. Scale up (business problem)
    4. Cash out (market problem)
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9 min read
Human-Centered-Design-Dies-at-Launch

To survive in a world of change, stop designing for the best-case scenario

 
Article by Jesse Weaver
Resilience Is the Design Imperative of the 21st Century
  • In a world of “move fast and break things”, time rarely allows for designers to go back and improve beyond the golden path/happy path.
  • The author believes that we have to change the way we think about everything we create and suggests ways we can do that:
    • Design for resilience
    • Design for the edge cases
    • Make your design future-focused
  • Things that prevent us from doing so:
    • Distributed systems and interoperability
    • Proprietary products
    • Centralization
  • Breaking away from fragile design requires a shift in thinking, which means spending more time considering less-than-optimal scenarios and putting in the effort to address them.
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10 min read
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