This list contains the books I believe everyone who wants to truly understand what digital design is all about needs to read. I've tried to roughly categorize them into more foundational topics and then somewhat along the double diamond: finding the right problem and finding the right solution. To provide a glimpse into the future, I also list some books on designing for an with (a selection of) novel types of interfaces.
Despite evidence that employing a human-centered design (HCD) approach to product design yields a strong competitive edge, many companies neglect HCD or don't even consider it in the first place. One reason for that is probably that many who think they're working user-centered are practicing something entirely different: KPI-Centered Design. This article inquires into different forms of design processes, into the differences between proper HCD and KPI-Centered Design, and how a resonable compromise can look like: Formulating hypotheses based on evidence rather than just KPIs or gut feeling, and complementing quantitative experimentation with more qualitative insights.
Products often tend to be technology-driven, without actually solving a real problem of real users ‒ we see companies and products fail every day because money was invested in the wrong idea. In contrast, a truly customer-centric approach ensures you enter the right market with the right product, thus increasing user experience, loyalty, and profitability ‒ a win-win situation. One format for user-centered innovation projects are Design Sprints, which allow for a first validation of a product idea within a week.
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.
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."
"Sorry, we are out of stock!" is an unpleasantly common sentence customers of Indian retailers hear every day. This is because due to a lack of appropriate systems, retailers are having problems with maintaining their stock and accurately anticipating the necessary quantities of each product. With their business network Ganges, SAP intend to tackle this… Continue reading Talking Design Thinking with Abhijit De
Use a notebook Sketch every idea you have Communicate visually Observe your target audience Build prototypes Talk to people without domain knowledge Discuss with people you don't know Never neglect crazy ideas Think about technology later Don't stick to a particular order Test every hypothesis Never just assume things Practice empathy Be satisfied with 'good enough'… Continue reading How to Design Think