Why you don’t need design like Apple
Telling a good, authentic story creates a connection and trust that is more important than making something pretty
Inconsistency is not a Problem
Designers often make choices because it’s “consistent” but sometimes consistency has no benefit.
Ten skills you need to be a UX Unicorn
A definition of this mythical creature and the ten areas UX Designer’s should touch every month to reach this promise land.
Designing Beyond Empathy
A reminder that you aren’t always designing for users like yourself so create solutions that are meaningful, helpful, and relevant.
Advice for New UX Designers
Some advice about working in User Experience to UX designers who are just beginning their careers.
Taming Your Inner Grouch
Don’t be that designer no one enjoys working with. Simon Pan shares techniques to help you identify and rewire negative thoughts and emotions.
Try Adobe Experience Design CC, a Comprehensive UX Design tool for Better User Experiences
Adobe XD is an all-in-one design and prototyping tool with streamlined design, interactive prototypes, live previews and easy sharing.
Tools & Resources
René – A Product Design Tool
René is a declarative design tool by Jon Gold for exploring possibilities as quickly as you think of them.
A tool to help you collect video feedback from your users.
All the slides (and more) from the 2016 IA Summit
Slides, sketchnotes, posters and more from this year’s IA Summit.
UXLx 2016 Interviews (Podcast)
UX Podcast attended UXLx 2016 in Lisbon, Portugal and recorded interviews with 8 speakers, including Alan Cooper.
A Conversation About Fantasy User Interfaces
An interview with Kirill Grouchnikov, whose site Pushing Pixels, explores the designers of fictitious interfaces seen in movies, TV, and more.
Marc is a Research Assistant at MIT Media Lab who explores new concepts and ideas, creating new interactions and experiences. His portfolio shows some of the interesting products he’s worked on.
Interaction / Interface Designer at Animoto (New York, NY)
Be a part of building the best experience for millions of Animoto users each day who create professional-quality videos.
Last But Not Least
What UX designers can learn from 1990s Japanese video games
The good and bad parts of early 90s Japanese video games, and what we should (and shouldn’t) learn from them today.
“Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.”
— Don Norman
Thanks to this issue’s sponsors: