Lean UX vs. Agile UX – in the kingdom of buzz words and acronyms User Experience Design world is a well established kingdom of acronyms and buzz words. UX, IxD, IA, UCD, CX, agile UX, lean UX, guerrilla research, strategic UX, Emotional design… we’re swimming in the sea of strange words risking catastrophe of miscommunication
(…)UXPin Blog — Design Studio
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Wireframing And Creating Design Documentation – Free Course With UXPin
We’re here to provide the value for the UX community! We believe – that’s the right thing to do and… we’re just starting. Below you’ll find first free course that we’ve created with DesignModo. The basic idea behind the series was to provide: solid (101 style) introduction to User Experience for beginners knoweldge refreshment for
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Designers solve problems by building interfaces. Polemics with Joshua Porter.
Philosophy of Design The Design industry is a kingdom of philosophers. Our meta discussions are endless. We constantly try to define and re-define our own field. Decisive response to environmental change (like Agile and Lean) takes us literally years. And I love it. Meta discussions show that we deeply care about our jobs and give
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AgileHeads Wrong for UX
Liz Hubert wrote a blogpost on the bad role misunderstood Agile plays in a product development and in fact, why it’s wrong for User Experience (both as an outcome of UX Designer work – the product and as a community of UX Designers). This is a subject that I tried to address several times (including
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In UX Design: Create more than you need.
Great designers create many more artifacts and drafts of ideas that they actually use. Don’t ever stop at the first version of whatever you do. It came back to me with the great Bento Box no. 1 by LUXr. I’m trying out the box working on Customer Development for UXPin. First step in the LUXr
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Architecture of User Experience Design process. Wireframes & co.
User Experience requires solicitous care and a thoughtful design process. Attention and emotions of people are fragile. Designing for them forces us to use sophisticated techniques. Let’s discuss today architecture of our design processes. Are wireframes, paper prototypes, cognitive walks through, qualitative studies, site maps, conceptual diagrams, etc. essential? Are you trying to sell as
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In 2012 I will avoid waste in my UX workflow
UX designers suppose to design human centered, seductive and effective products. In the same time our workflow tend to be: unfocused and messy done with badly designed tools that weren’t meant to be UX tools ineffective So repeat after me: In 2012 I will avoid waste in my UX worklow. People needs better products. There’s
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UX designer: collaborate or die
The story. Once upon a time, there was a UX designer. The only UX designer in the village far far away. Village was really developers-driven and folks didn’t know what UX is. Oh, they didn’t care about design, users and sweet analysis. They loved technology, features, and quick deployments. They didn’t enjoy changes and UX
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What does Eiffel Tower have to do with UX tools?
Picture source: Eiffel Tower official website The story Paris, 1884. Two engineers of the Eiffel’s Company are working on World’s Fair 1899 building. They need to provide idea for something really disruptive, modern and energizing. And they need to do it now. Tension is almost unbearable. They’re sketching their asses off. Finally they come up
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Don’t design wireframes. Document experience!
Once upon a time, in the kingdom of far far away, I needed to explain that UX deliverables aren’t just ugly, simplified versions of visual design. I’m pretty sure you’ve been there too. I came up with an analogy that meant to kill the dragon, steal princess and win me a shiny pot of gold.
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3C – 3 reasons to prototype and the webdesign mastery
Prototyping, though often confused with magic, is just a simple tool to reach satisfying level of: 1. Creativity (prototyping as a „brainstorming tool”) 2. Certainity (prototyping as a „testing tool”) 3. Clarity (prototyping as a project documentation) It’s also known as 3c – 3 reasons to prototype.
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Why your UX team sucks?
So you’re either part of User Experience team or have invested in creating one and you’re not happy with the results. What’s going on? What are the main reasons? Remember: Usually your team isn’t a group of lemmings. They just got temporarily lost. 1. They don’t work together (And by together I don’t mean in
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5 reasons why you should always start webdesign on paper
1. Efficiency Paper prototyping is the only one truly rapid method of prototyping. It doesn’t take much time to create basic visualization of your ideas. Actually it’s a matter of minutes. That means that you’re gaining more time for prototyping (and testing!) alternative user interfaces. Create more in less time that’s efficiency which must result
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Paper prototyping and Co-Working
I would say we’re teenagers of the IT world. And just as rebellious teenagers, we have strange tendency to defend strongholds of our views in a nonsense manner. Who never has a fight with unbelieving in a power of user testing programmer, vintage project manager, or client who knows what is the best for his
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