2012: The Year of Questionable Upgrades
A 2012 retrospective on software upgrades that made products worse, and why shipping change for its own sake erodes trust users already gave you.
User experience, interaction design, and the craft of building things people use
A 2012 retrospective on software upgrades that made products worse, and why shipping change for its own sake erodes trust users already gave you.
A real-world UX failure spotted on vacation, and what it says about designing for attention rather than for the person trying to get something done.
Windows 8 got the big vision right and the small interactions wrong. Why micro-interactions decide whether people actually like using your product.
When you build things for other people, it is worth asking whether the design decisions you agonize over actually matter to anyone but you.
Was Facebook Timeline designed to be inefficient on purpose? A 2012 argument about interfaces that optimize for engagement rather than the user.
Checking the weather revealed how badly alignment can break a data display. A small example of why visual structure is not decoration at all.
Designing for one person alone is a different problem from designing for people interacting with each other. Why that distinction changes decisions.
Waiting until the picture is clear in your head is a good way to never start. On designing your way to clarity instead of waiting for it to arrive.
UX design does not have a finish line. Why the honeycomb model matters, and how treating launch as the end of the work guarantees a worse product.
Most creative work lets you leave your mark on it. UX design does not, and understanding why changes how you evaluate every decision you make.
A refrigerator taught me more about bad interface design than most software does. Anatomy of a real-world UX failure and why the pattern repeats.
11 articles in Design & UX