Depending on the environment you have to navigate, it's not always easy to try and apply all of the awesome design methods that are out there, be it due to daily business or a lack of management buy-in. In this article, I describe 5 methods that I have successfully and effectively applied in C&A's eCommerce department: Design Jams, Storyboards, Crazy 8s, 4×4×4, and Buy a Feature.
Depending on who you ask, a design system and a design language might be the same thing or not. Regardless, the important point here is that both a system and a language go beyond a simple pattern library. They have to include a set of rules and guidelines to give the included components structure and meaning.
Two research papers I co-authored have been recently accepted to prestigious international conferences: ACM CHI and ICWE. The first one even won a Best Paper Award. 🎉
There is not a single, "best" definition of mixed reality. Instead, there are six widely used and partly competing notions that can be classified based on a 7-D conceptual framework of mixed reality.
To get started with Scrum, grab one of the popular tools (e.g., Jira), implement all the Scrum artifacts and fill your gaps with some experienced people. It is not all too important to have the right task estimates, sprint lengths, etc. from the beginning or to follow the methodology dogmatically. The crucial part is to have a team that commits to the process, reflects critically, is eager to learn, and improves incrementally.
TL;DR: Two of the most popular agile methodologies are Scrum and Kanban. They mainly differ in the handling of prioritization (once per sprint vs. continuous) and deadlines (yes vs. no). Yet, independent of the approach, the key to success is to ensure focus and continuous delivery by: 1) creating small enough, manageable tasks, 2) prioritizing… Continue reading An Introduction to Agile Development, Part 1: Scrum vs. Kanban
Hollow Knight is mainly characterized by dual-purpose design and general minimalism. A particular feature is the use of fluid builds based on charms that can be (un)equipped rather than a skill tree. However, changing builds can be too much blind trial and error while experience becomes too abundant too early in the game. One solution to this could be requiring the user to pay with experience when (un)equipping charms.
After analyzing my old website, I decided to put more emphasis on (1) identifying and highlighting the pieces of information that are actually useful and (2) a two-dimensional approach to displaying my CV along traditional categories and skills/topics. Moreover, I set myself design constraints that forced me to keep my new website as clean and simple as possible, following the design philosophies of brutalism and Mies van der Rohe.
Design Thinking is often considered a buzzword or bullshit and many people—even if familiar with the concept—struggle to define it in a brief, but concise way. In this article, I develop such a definition: "Design Thinking is the understanding that the process is the design and therefore all people involved, no matter their role, are responsible for creating a product that is useful, functional, aesthetically appealing, and affordable."
Usability is related to customer satisfaction and loyalty and therefore has a direct impact on profit. The Conversion/Usability Framework introduces usability as an additional lever on top of "traditional" means to increase profits, which can and should also be applied beyond E-commerce.