Like many great ideas, ours was born of a problem. When I was a graduate student at MIT, I sat next to a classmate who is visually impaired. He would whisper to me to ask the time, even though he wore a watch — which prompted me to wonder how the blind tell time.
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Imagine that this is what you know about me: I am a college-educated male between the ages of 35 and 45. I own a MacBook Pro and an iPhone 5, on which I browse the Internet via the Google Chrome browser. I tweet and blog publicly, where you can discover that I like chocolate and corgis. I’m married. I drive a Toyota Corolla. I have brown hair and brown eyes. My credit-card statement shows where I’ve booked my most recent hotel reservations and where I like to dine out.
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I recently travelled 2517 miles to try to solve 50 problems in 50 days using design — a journey that would challenge me to fundamentally rethink my understanding of the user-experience design process.
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Everyone is talking about mobile. Some e-commerce websites are venturing into it. Mobile commerce (also known as “m-commerce”) has immense potential, exhibiting a 86% growth rate and hitting $25 billion in 2012 (set to reach $86 billion by 2016, according to eMarketer).
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Liverpool FC fans sing “You’ll Never Walk Alone” to their players during matches. UX research is best done when a team is involved. When you run UX research on your own without active observers, you are missing its point.
This article describes and gives you a tool I created called the Rainbow Spreadsheet. With it, you will be able to collaboratively observe UX research sessions with team members (or clients). You will be able to conduct research that involves the entire product team, with results that are turned around quickly and that team members will be committed to acting on.
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Designing with users in mind is a tricky thing. Not only does it require of us a sound understanding of who our users are, but the actual act of translating what we know about them into a well-designed product is not always an obvious or easy path.
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Planning user experience (UX) projects is a balancing act of getting the right amount of user input within the constraints of your project. The trick is to work out the best use of your time. How can you get the most UX goodness for your client’s budget? This article explains how to choose the right mix of tools for the task at hand.
The planning phase is all about understanding what you have been asked to do and working out the best combination of activities that will give you the outcome you need, within the time, budgetary and resource constraints of the project.
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In one of the first usability tests I ever did, I met a lovely old lady who could not use a mouse. She kept lifting it in the air and pointing at the screen, speaking words of encouragement to the cursor. At the end of the test I got absolutely nothing, but she did think I was a “lovely boy” who should meet her granddaughter.
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When Albert Einstein was a professor at Princeton University in the 1940s, there came the time for the final exam of his physics class. His assistants passed the exam forms to the hundreds of students, and the hall was dead silent. One of the assistants suddenly noticed something was wrong.
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A year ago we published an article on 11 fundamental guidelines for e-commerce checkout design here at Smashing Magazine. The guidelines presented were based on the 63 findings of a larger E-Commerce Checkout Usability research study we conducted in 2011 focusing strictly on the checkout user experience, from “cart” to “completed order”.
This year we’ve taken a look at the state of e-commerce checkouts by documenting and benchmarking the checkout processes of the top 100 grossing e-commerce websites based on the findings from the original research study. This has lead to a massive checkout database with 508 checkout steps reviewed, 975 screenshots, and 3,000+ examples of adherences and violations of the checkout usability guidelines.
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