Remote user testing is cheaper, faster, and more hands-off than on-site testing; does that make it the “fast food” of UX research? Or is there more to it?
Healthcare tech is allowing patient experiences to move beyond the confines of hospital walls and be integrated into people’s lives with user-friendly, accessible applications and devices. To create these kinds of platforms for patient empowerment, though, requires a lot of careful, thorough, and sensitive research.
David Juhlin answers audience questions on the 5 levels of UX strategy and the leader and follower strategies.
Go for a walk in almost any public place, and you’re bound to notice them: striding with purposeful gait, phones drawn and held at the ready. They are Pokemon trainers, and they are all engaging in the biggest new mobile gaming phenomenon, Pokemon Go.
What constitutes a great user experience strategy? Is it the strategy that provides the best possible experience for the users or the strategy that generates the most revenue?
There is a popular sentiment in design: in order to make good work, you have to have taste; that taste is a fixed aspect of who you are. Just as taste can be applied to people, the labels good or bad often get applied to design work: “That’s just bad design.” But what if it’s not so simple?
Your company has a team of professional, experienced designers. So why do you need user testing? Don’t they already “get it”?
To build a dream product, you must first build a dream team.
A powerful product team is comprised of 3 kinds of roles, product management, user experience, and engineering; and each is responsible in its own way for creating a great user experience.
There is a trend in design towards making things “smarter” – more predictive, more pre-emptive in what they do for users. But when does this trend go wrong, and how can it be avoided?
Dartmouth College is taking a new approach to creating content for their academic department sites by enlisting the help of students to tell their stories.