Jun 11, 2013
0 notes
Designers are usually the most aware of the problems in their work, and I can imagine a bunch of them in Cupertino reading Twitter during the keynote saying, “I told you we had to fix that before we shipped!” Every time I assume a talented person isn’t painfully aware of the flaws in their work, I am wrong.
Frank Chimero on iOS 7
May 29, 2013
0 notes
Persona Posters at MailChimp

Persona Posters at MailChimp

May 28, 2013
0 notes
Loved reading about the new MailChimp design studio in the latest MailChimp UX newsletter.

Loved reading about the new MailChimp design studio in the latest MailChimp UX newsletter.

Mar 20, 2013
0 notes
A lot of people talk about sketching in code these days. For me, this is a terrible idea for the same reasons as the above. If I am writing CSS, my brain is split between the design issues and the syntax. I want to start by focusing exclusively on what and why.
Pitfalls for Designers Learning to Code
Mar 13, 2013
0 notes

Ran across two interesting posts today, both touching on forms of adaptation that tend to get lost amid the talk of responding to physical devices and using social networks to personalize everything under the sun:

Simply put, a user’s social network isn’t the only axis around which we can adapt the products and services we’re building. Time, location, activity, and more can help us craft better experiences.

Mar 12, 2013
0 notes

It’s that same confidence and economy that makes a great tutorial for a great game. There are no wrong choices during the tutorial, and each step forward introduces a core mechanic that you’ll hopefully spend the rest of the game using. Is this fun? Do I want to get to know these characters? Do I want to spend time in this world? By the end of a good tutorial or a good pilot episode, you should have your answers.

When we design digital products, for the most part, we’re still building tacked on tutorial modes. Step by step introductions, a few popups to show you where the important buttons are. Did you get all that? Good, because now you’re on your own.

Nice thoughts on onboarding from Wilson Miner. It turns out this isn’t new, the original Super Mario Bros. was crafted so that the player’s first few moments in the game would teach them all about the world.
Mar 12, 2013
0 notes

From Google Ventures: 4 Steps For Combining The Hacker Way With Design Thinking

A look at how the design team at Google Ventures uses design sprints to help out their portfolio companies.

Mar 6, 2013
0 notes
There is a difference between UI design and UX design. There is a lot of overlap though, so I’ll try to bundle them together. Here it is, in ten simple steps.
very nice answer to the perennial question “what is UX?” by Colm Tuite on Quora.
Mar 5, 2013
4 notes
Web Form Design, the mini-quilt (by splityarn)

Web Form Design, the mini-quilt (by splityarn)

Mar 5, 2013
0 notes

The newest member of the Pointless Corp. family at Viget is PowWow, a tool for scheduling user research participants. Research is awesome, but recruiting isn’t, hopefully PowWow makes your life a little easier.

Congratulations to LauraEliBlair, and Tommy, and everyone else who worked on the app.

Also, check out Laura’s post introducing PowWow on Flourish.

(Source: vimeo.com)

Navigate
« To the past Page 1 of 6
About
Jackson Fox is an UX Designer and web nerd. He likes pretty pictures, t-shirts, food trucks, and cooking. He occasionally writes about design and food. Subscribe via RSS.