This article presents 9 guidelines for building and leading UX teams. They are based on what I learned from the people who led me as well as my own experience: recruit diverse talent; set up a process (and iterate); involve other teams from the start; be fair; have regular ceremonies; pass on knowledge; have a vision; ask questions (a lot); and make UX visible.
All the books I read in 2018: Excellent Sheep 💎; The Design of Everyday Things 💎; The Little Book of Hygge; Spelunky; The Subtle Art of Not Giving a F*ck; Che Guevara; How to become a UX leader; Joy, Inc.; Requiem; QualityLand; & The Road To Prosperity 💎.
I know I was a little negligent of my blog in 2018 and 2019, and I didn't write nearly as much as I would have liked to. But I'm very determined to improve on this again. (As you might have noticed based on the last three articles I published in pretty quick succession before they… Continue reading More Design, More UX … And More Books
The theory of Jobs To Be Done explains that too much focus on socio-demographic data and correlations hurts companies. Rather, you have to gain a deeper understanding of your customers, who "hire" your product to help them do certain jobs under certain circumstances. For instance, you don't buy a video game console because you're male and over 30. You hire it to, e.g., do the job "connect with friends".
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.
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.
VI. A good product doesn't need dark patterns.
Before you receive feedback from users, the user experience and usability of your website are both 'good' and 'bad' at the same time.* Through a good design process you can only raise the chances of user experience and usability manifesting as 'good'** once the feedback arrives. * That is, the factors $latex x$ and $latex… Continue reading Schrödinger’s Website
Usability testing is often perceived as cumbersome and time-consuming and therefore not thoroughly applied. This was one of the key observations leading to the topic of my PhD thesis. Particularly conducting tests with actual users is often omitted, which results in the release of suboptimal products and websites. In my thesis, I tackle this problem through more… Continue reading The U Score: Redesigning Usability Testing
When I started working on HoloBuilder.com over a year ago, there was no support. Of course, we would've immediately helped anyone who sent us a question via e-mail or Twitter, but those options weren't communicated anywhere. Users accessing HoloBuilder ended up directly in our augmented/virtual reality creator, the only way for communication with us being a… Continue reading Lean Support: The Case of HoloBuilder