If you’re like me, then being persuaded requires a scientific approach and concrete examples. And that’s exactly what this article does. It explains how gamification can work by showing the relationship between gamification, UX design and BJ Fogg’s modern persuasion phenomenon, “mass interpersonal persuasion.” And it has a lot of practical gamification examples that you can apply to your own products for more engaging experiences.
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Design patterns. An almost mythical phrase that often inspires either awe or resentment. As designers, we tend to think of design patterns as generic off-the-shelf solutions that can be applied to various contexts almost mechanically, often without proper consideration. Navigation? Off-canvas! Deals of the day? Carousel! You get the idea.
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Joan is applying for a small loan on all-online-loanzzz.com. She’s becoming frustrated with the number of financial-disclosure forms she has to fill out. She’s thinking about visiting her local bank to ask for a loan instead.
While waiting for a page to load, the application presents a cartoon image of a person wearing a business suit sitting in a jail cell. The image caption says, “Hey, everyone hates disclosures. We know you do, too. We’re doing our best to keep everyone out of jail. Please bear with us for a few more clicks. You won’t regret it, and our loan officers will stay out of jail.” Joan smirks at the image. She might not appreciate the number of forms she has to complete, but she understands the serious nature of applying for a loan.
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Voice-based interfaces are becoming commonplace. Voice assistants such as Siri and Cortana have been around for a few years, but this past holiday season, voice-driven devices from Amazon and Google made their way into millions of homes.
Recent analysis from VoiceLabs estimates that 24.5 million voice-driven devices will be shipped this year, almost four times as many as last year. As experience designers, we now have the opportunity to design voice experiences and interfaces!
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IoT is a vast topic, and there are many ways to approach it. This article will introduce readers of different backgrounds to prototyping IoT experiences with minimum code knowledge, so let’s jump right in.
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The world is constantly evolving with frameworks, such as the Internet of Things (IoT) and virtual reality (VR). These and many others are opening opportunities to rethink how we approach prototyping.
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Did you know that bandwidth overage charges are (still) a problem and most users prefer not to rely on a developer? Well, I talked to 917 (real-life) users and created a guide to help others find the e-commerce software that suits them best.
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The past year has seen quite a rise in UI design tools. While existing applications, such as Affinity Designer, Gravit and Sketch, have improved drastically, some new players have entered the field, such as Adobe XD (short for Adobe Experience Design) and Figma.
For me, the latter is the most remarkable. Due to its similarity to Sketch, Figma was easy for me to grasp right from the start, but it also has some unique features to differentiate it from its competitor, such as easy file-sharing, vector networks, “constraints” (for responsive design) and real-time collaboration.
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When you examine the most successful interaction designs of recent years, the clear winners are those who provide an excellent functionality. While functional aspect of a design is key to product success, aesthetics and visual details are equally important — particularly how they can improve those functional elements.
In today’s article, I’ll explain how visual elements, such as shadows and blur effects, can improve the functional elements of a design.
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The virtual realm is uncharted territory for many designers. In the last few years, we’ve witnessed an explosion in virtual reality (VR) hardware and applications. VR experiences range from the mundane to the wondrous, their complexity and utility varying greatly.
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