Back in a Bit

Yes, Experience Can Be Designed

Every day, we learn something new that helps us better understand what human experience is really about, repeatedly challenging our perception of experience in some fundamental way.

As experience design has evolved from early ideas about human–computer interaction to our present understanding, we can see how the industry has shaped the tools for studying, influencing, mediating, and sometimes even controlling the way people experience the artifacts they interact with.

But that raises a question: can experience really be designed? And it certainly triggers lively debate.

Raise Your Voice: How to have a bigger impact on your team

If you are a UX professional, you’ve probably struggled at times to get your voice heard. Between ladder-climbing product managers, cowboy engineers, and a workload that leaves you out of breath every day, rising above the shenanigans of corporate life can be a challenge. All you really want to do is design truly amazing experiences for your customers, but the politics and red tape of your workplace get in the way. Or do they? It’s easy to blame the “system”, but in reality, we all control our own destinies.

The following tips will help you take control, especially if you work on a product team in a corporate setting. Using any combination of these strategies will help you push past your day-to-day challenges to have an even bigger impact on your team.

Content Strategy Within The Design Process

While wrapping one’s head around content strategy might be difficult, the thing that makes it work is very simple: good communication. Sometimes a project moves along like a sports car on a superhighway. Other times, the road is so full of bumps and potholes that it’s a wonder we ever reach our destination. As we explore the relationship between content strategy and design, I’ll detail how I keep the channels of communication open and go over the workflow processes that I’ve used to support that effort. I hope that sharing my experiences (both positive and negative) will help you contribute to and manage projects more effectively and deliver better products to clients.

Easier Is Better Than Better

The paradox of choice says that the more options available to an individual, the harder it becomes to make a selection. For example, if there are free samples of jam being given out at the store, you are more likely to get people to buy a jar of jam when only six selections are available as opposed to 24. More choices don’t make the selection process easier for people, but having no choices takes away some of the freedom they believe they have.

6 Disciplines for Reaching Customer Experience Maturity

How can organizations excel at customer experience and advance to higher levels of maturity? And how can they sustain those advances once they’ve made them? The basis for organizational maturity in any field stems from adopting and consistently performing a set of sound, repeatable practices that lead to excellence. In the world of customer experience, maturity is about the extent to which an organization routinely performs the practices required to design, implement, and manage customer experience in a disciplined way.

Tiered, Adaptive Front-end Experiences

…or… On “the site must look the same across all browsers”

I think we’re all pretty well convinced that our sites can look different across browsers. Sometimes, though, our team or our clients don’t totally understand that.

Lemme take a stab at convincing them that each browser gets an experience that is customized to that browsers’s capabilities.

A Comprehensive Website Planning Guide

I’ve identified a common problem with many Web projects: failure to plan. The same issues come up repeatedly in my work, so I’ve written this guide in order to help clients, other designers, businesses and organizations plan and realize successful websites.

This guide is written in relatively non-technical language and provides a broad overview of the process of developing a website, from the initial needs assessment through the launch, maintenance and follow-up.