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Design

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A process to design an MVP using behavioral design. Target behaviors identification and prioritization models.

Article by Ignacio Parietti
Behavioral Design Models — Where should you focus your MVP design?
  • The article provides a set of models (simple systems to follow) that will help you get from an idea or concept to an MVP definition:
    • What behaviors to design for
    • How long should you spend trying to solve the problems they propose
  • The objective of the Behavioral Design Models is to find some certainties in this regard and order your goals so that you set a course in an ever-shifting ocean
  • How to define target behavior:
    • List all known actors in a row
    • List all behaviors that show value to each actor in a column
    • Order the behaviors in descending order according to their value to the user. Follow the order defined by the ERG theory of needs
    • Reorder the actors in ascending order of value they receive from the product (the one that gets the least value first)
    • Numerate the behaviors from the resulting table, from left to right and top to bottom
    • The resulting list is the order of target behaviors to tackle
  • Behavioral Design Model is used to estimate and decide how long you will spend with each one of the problems
  • To define design effort within the Behavioral Design Model, estimate how complex it would be to find a suitable solution using only numbers present in the Fibonacci sequence
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8 min read
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A research synthesis as an essential step in performing user research. Follow this framework for conducting a quality Research synthesis.

Article by Alexis Neigel
Using Research Synthesis to Build Better Products
  • A research synthesis is a powerful method to uncover new insights about users and surface durable insights about customers though it is not always considered an essential step in performing user research.
  • The more streams of insight are woven into the synthesis, — that is to say, insights from market research, sales, qualitative research, and quantitative research — the better your understanding of the user and customer you’re representing with your products and experiences will be.
  • Lexi Neigel, Senior UX Research Lead at Microsoft, shares a framework for conducting a quality research synthesis:
    • Step 1. Understand your motivations and goals for conducting a research synthesis.
    • Step 2. Start generating research questions to guide the synthesis.
    • Step 3. Begin your literature search.
    • Step 4. Manage and distill your user insights.
    • Step 5. Share and communicate your user insights.
    • Step 6. Maintain your research synthesis.
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8 min read
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As a UX researcher, using a different lingo to describe what you do could be beneficial to promoting the craft

Article by Yaron Cohen
Is “research” the best word to describe what UX researchers do?
  • Learning languages can help you become a better UX professional as it matters for understanding humans.
  • There are different ways to reframe what UX researches do.
  • What’s so problematic with the word “research”?
    • It sounds academic
    • It sounds time-consuming and expensive
    • People confuse market and UX research
    • It sounds like a cost center to business managers
    • It sounds ambiguous
  • What to use instead of “generative research”:
    • Customer Discovery
    • Problem exploration
    • Benchmark/review of the current state
    • Opportunity mapping
  • What to use instead of “evaluative research”:
    • UX/Usability audit
    • Design evaluation/validation
    • Monitoring/review
  • UX researchers aren’t academic researchers so changing the lingo around what “Research” means in UX context is the means to achieve this goal.
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8 min read
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There are different ways participatory design can influence young people with cognitive disability. Read reflections on co-design methodology and ways it can help.

Article by Jacqueline Wechsler
Reflections: Co-Designing with Young People with Cognitive Disability
  • In this article, Jax Wechsler, Principal Designer at Sticky Design Studio, shares:
    • Facts about Young People with a cognitive disability that may be useful when working with this group
    • Discussion and reflections about her methodological choices
  • Things to know about Young People with cognitive disabilities:
    • Ability levels can be very nuanced, every Young Person is different
    • Life Tasting not Life Wasting!
    • The level of advocacy of parents impacts experiences and opportunities for Young People with Cognitive Disabilities
    • Social inclusion and relationships are keys to wellbeing
  • Reflections on Co-Design Methodology:
    • Recruitment is hard!
    • Using referrals and ‘snowball sampling’
    • It’s important to build rapport
    • Understanding ability and research design
    • Cultural probes/diary studies are gold
    • Parents mediating participation
    • Flexibility is key
    • Value in participation
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10 min read
Reflections : Co-Designing with Young People with Cognitive Disability

The secrets behind the world’s obsession. Learn what psychology and behavioral science principles make Worlde so addictive.

 

Article by Jennifer Clinehens
The Fascinating Psychology Tricks That Make WORDLE So Addictive
  • There are certain things that make WORDLE so addictive:
    • Wordle uses Scarcity to stand out.
    • When you share a Wordle, people notice.
    • Sharing Wordle makes sharing your results across social media incredibly easy.
  • How Wordle creates a habit — the “Habit Loop” describes the basic structure behind every habit:
    1. The trigger
    2. The routine
    3. The reward
  • Wordle would have never become as popular as it is without psychology and behavioral science principles at work in the game.
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4 min read
The Fascinating Psychology Tricks That Make WORDLE So Addictive

The overview of current challenges and opportunities design faces and how BBC team can help designers out to enhance digital experience and understanding of the world.

Article by Dan Ramsden
The Evolution of Experience Design
  • Dan Ramadan, Creative Director for UX Architecture & Content Design at BBC, tells about the current challenges and opportunities design faces by describing 3 stages of ‘the web’:
    • Challenges of the past (document retrieval)
    • Challenges of the present (control and contribution)
    • Challenges of the future (pervasive and ubiquitous)
  • Technology is as capable of solving problems as it is of creating them.
  • The team at BBC can explore how digital experience can enhance our understanding of the world, develop empathy for others, instill pride and commitment to the importance of the individual and the inherent value of shared values and cooperative society.
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5 min read
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