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UXPin Blog — Design Studio
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New Free E-book: Guide to Mockups
Our newest e-book contains 72 pages of UI design knowledge. Learn about the different types of mockups, their advantages and disadvantages, and when to use them.
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How Bad UX Makes Users Blame Themselves
An interaction designer tells a tale of the dangers of terrible UX, and explains steps you can take to prevent it.
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Usability Testing & Design: New Yelp Prototypes (Part 2)
In Part 1, we described how we started sketching and wireframing based off the qualitative insights and quantitative insights from our user testing on Yelp’s website. Now, we’ll look at low fidelity prototyping, high fidelity prototyping, and the final new design.
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User Analysis Before Diving Into Design (Part 2)
User Analysis allows you to get actionable insight about users and their behavior which will inform your UX design strategy. You need to know your user as a person, understand how and why they’d use your product (and how often), and all the experiences that come between them and your product. That multi-dimensional understanding is
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Usability Testing & Design: The New Yelp Design (Part 1)
In our previous posts, we described the qualitative insights and quantitative insights from our user testing on Yelp’s website. Now that the results and analysis were done, it was time to put pen to paper and our cursors to the screen to get designing. We’ll show side by side comparisons of the current Yelp design
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User Testing & Design: 6 Quantitative Insights Into Yelp
Our last post talked about our qualitative analysis of the user tests on Yelp’s website. We found 7 key insights, such as learning that the Events tab wasn’t very helpful and that the filters could use improvement. In this post, we’ll take a closer look at quantitative analysis on the Yelp site by discussing the
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The Guide to UX Design Process & Documentation (Part 2)
An in-depth look at the design, implementation, launch, and iteration of products.
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Testing & Redesigning Yelp: Product Definition (from upcoming e-book)
Learn how to turn business analysis into design insights. Three top UX companies test users and redesign Yelp in their new e-book.
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New Usability Testing Kit ready to download (free!)
Good design is based on user needs. And in order to know what they need, you need to conduct user testing. But don’t worry, we’ll help you out. Our CEO Marcin Treder created a free usability testing kit based on his 7 years of experience as a designer and user researcher. He’s distilled hundreds of
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UX Design in Action: Testing & Redesigning Yelp (free e-book)
When it comes to the UX design process, we all know that theory and practice can be two totally different things. That’s exactly why we decided to show the design process in action by partnering up with UserTesting and Optimal Workshop. Once they completed their original user research, we handled the Yelp redesign. Our goal is
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Data & Content Innovation: 5 Design Patterns for Mobile UI
Photo credits Designing the user interface of a mobile application is tricky due to the large amount of data and content you are trying to fit onto a relatively small screen. One of the best ways of addressing this issue is by incorporating the right design patterns into your mobile system. The most successful mobile
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UX Design for Mobile Applications: Getting Social
Photo credits Aristotle once said that “Without friends, no one would choose to live, though he had all other goods.” Similarly, mobile apps can have a lot of cool features, but without incorporating a social aspect into them, they may not be the best they can be. Which is not to say that all apps
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Navigating the Mobile Application: 5 UX Design Patterns
Photo credits Perhaps the most important thing to keep in mind when designing a mobile application is to make sure it is both useful and intuitive. If the app is not useful, it has no additional value and no one has any reason to use it. If it is useful yet entails a steep learning
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Successful Mobile Applications: Using UI Design Patterns
This article shows you several design patterns that are commonly used for the purpose of getting input from the user on a mobile application.
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