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Design

Read these first

Tenets that go beyond disciplines and technical skills.

 
Article by Nate Schloesser
10 Intangibles of Design
  • The process of becoming and being a UX designer is rather complex. 
  • The article proves that the combination of some intangibles makes the difference between an average, dissatisfied designer and a successful designer.
  • Transcend disciplines and technical proficiency with these 10 intangibles of design:
    • Always be valuable.
    • Other people’s agenda matter.
    • Always bring an artifact.
    • Design requires tradeoffs.
    • Inquiry over advocacy.
    • Design like you are right, listen like you are wrong.
    • Avoid paralysis by analysis.
    • Move between abstract and concrete.
    • Your resilience will be rewarded.
    • Seek to master your craft more fully.
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11 min read
10 Intangibles of Design

UX designer Asbjørn Mejlvang shows how to use Dall-E, an AI system that generates realistic visuals from a description given, to reach your design goals.

Article by Asbjørn Mejlvang
AI as an ideation tool: Dall-E outdoor baby carriage
  • The author gives a brief example of how to use Dall-E, an AI system that can produce art and realistic visuals from a description given in plain language, as a tool in the brainstorming process.
  • According to the author, the process of AI ideation is as simple as that:
    • Write a sentence.
    • Go through generated visuals.
    • Choose a direction to get the most accurate realization of your idea.
    • Receive generated variations from the selected output.
  • Traditional ideation process versus AI ideation process – the article covers how to combine them to get the best result in the most efficient way.
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2 min read
AI as an ideation tool

The “designer’s gaze” has a huge impact on users’ perception — the way designers view and translate the world can have both intended and unintended consequences.

Article by Srishti Mehrotra
The Designer’s Gaze

• Now designers start adopting a very particular perspective, referred to as the designer’s gaze, through which they begin to view their work and the wider world. The author speculates on the concept of the “designer’s gaze” and how much control over users it has.

• We are aware that many of our current issues are a result of the fixes we found for earlier issues. That’s why it’s vital to find a balance between intended and unintended consequences as a designer.

• In order to contribute insights to our work that go beyond those framed by flows and personas, we must seek out opportunities to listen to the world around us. That’s the key to equity design.

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5 min read

Every UX research method should generate new insights about the people we study and allow us to refine our understanding of the problems our products are trying to solve. Distinguishing “generative” and “evaluative” studies doesn’t always make sense. 

Article by Lindsey Wallace
Stop Dividing Generative and Evaluative Research 
  • UX research is a strange thing, being divided into “generative” and “evaluative” studies, the former conducted ideally early in product development, the latter further along in the process.
  • The author shares some ways to expand requests for evaluative research into research with generative insights.
  • Here are some tips that might help you conduct your qualitative research session:
    • Begin by asking users “casual” questions to build rapport.
    • Ask them about their favorite and least favorite parts of their job, to walk me through a typical day.
    • Try to orient the concept test around them.
    • Ask stupid questions when people react to a concept.
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8 min read

If it looks like a duck…

Article by Daniel Godoy
Conscious AI models?
  • The author uncovers what LaMDA and consciousness are, and how they correlate.
  • While exploring conscious AI models, there are a few things that need to be considered:
    • Conscious Access
    • Reflexive Processing
    • The Question of Reporting
    • Autonomy
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8 min read
Conscious AI models?

There seems to be a pervasive idea that using systems to help your work will lead to everything being a homogenous, grey, functional, meh experience. But delight is important! So, how can we design our processes to make sure that delight is a key part in what makes your MVPs ‘viable’?

Article by Luke Murphy
Building Delight in Your Design System
  • The author shares the edited version of the talk about design systems that he delivered to Design Matters in Copenhagen in September, 2022.
  • The author separates and explains the difference between “Deep Delight vs Surface Delight” in design based on the user experience of McDonalds.
  • The author explains the way the Kano model works (Noriaki Kano developed the Kano model back in the 80s that shows that customer loyalty is connected to our emotional responses to product features.
  • There are 5 types of delight according to Microsoft’s categorizations:
    • Playful experiences
    • Attractive experiences
    • Natural experiences
    • Personal experiences
    • Empowered experiences
  • The author gives tips on how to build delight into your system and how to make that delight repeatable by measuring it and not forgetting your (internal) users.
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13 min read
Building Delight in Your Design System

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