via eudestblr:

Joseph Pine explains that people don’t want goods and services anymore. Customers want experiences, real ones. Product managers and designers should listen to him.

"Therefore, “understanding what people think they want and then translating the value of Slack into their terms” is something we all work on. It is the sum of the exercise of all our crafts. We do it with copy accompanying signup forms, with fast-loading pages, with good welcome emails, with comprehensive and accurate search, with purposeful loading screens, and with thoughtfully implemented and well-functioning features of all kinds."

UX Defined in Acronyms

UX : User Experience
= how the user thinks and feels

UCD : User Centered Design
= how an interface answers the
needs of users

IA : Information Architecture
= how the system is organized

UI : User Interface Design
= how the content is organized

IxD : Interaction Experience Design
= how the user and device act and react with each other

E-Commerce Navigation: Show Sibling Categories for Easy Scope Adjustment - Articles - Baymard Institute »

"It’s important to note that the purpose of displaying sibling categories on category pages next to the product list isn’t just to save the user a couple of clicks (going back up the hierarchy to the parent category and then selecting one of the other sub-categories). Their permanent presence provides the user with essential information scent."

UX Panel - iRetail World Asia 2013

I had the privilege to be part of the UX panel for iRetail World Asia 2013 alongside Sean Seah (MD of Groupon Travel Asia Pacific) and Marco Ryan (MD of Accenture Interactive ASEAN, Accenture). It was a fruitful session and serve as a good reminder that we have lots to strive for. Here are my responses, more or less, to some questions directed towards me.

What exactly is UX?
There’s a bunch of definition out there but if I can sum it up, through my experience both as a practitioner and manager, user experience at the very core is a process. A process of discovery, vision setting, strategy, planning, execution, measurement and iteration.

What do we mean when we say that we would like to focus on user experience?
The common understanding when it comes to UX, especially in the digital space, is the focus on visual and interaction design. You have your UI, usability, journey map and so on. Though that is generally correct, more often than not we misses the cradle point that guides us through that process. One needs to focus not just on tasks (features, products) but more so on the experience, and by that I mean a deep understanding of people, their activities and the context of those activities. It’s a progression on just being functional, reliable, usable and convenient but ultimately towards being pleasurable and meaningful. So, the question really is, how is our product pleasurable and meaningful today?
How do you determine whether people will buy your product/use your feature before you built it?
Short answer to this is validate early, validate often. One of the main core competencies of an awesome UX designer is the obsession of validating hypotheses. Instead of thinking of a product as a series of features to be built, we need to look at them as a set of hypotheses to be validated. In other words, we don’t assume that we know what user wants. It’s not about fulfilling the product owner’s vision.

How to discern the difference between necessary features and nice-to-haves?
Over at RedMart, we try to use a simple model called Kano to distinguish between basic and differentiating features. It’s a simple two-axis grid, comparing product investment with customer satisfaction. In the model, we see 3 types of features; Basic Expectations (high investment, low customer satisfaction), Satisfiers (so-so investment, so-so satisfaction) and Delighters (low investment, high satisfaction).
Delighters are what we are seeking for and we strive to identify features that the market misses on all of these fronts. An example would be speed. We take seriously how fast our customers are able to browse our site.
How GitHub Uses "Deprivation Testing" To Hone Product Design »

via studyteam:

UX Archive: awesome site with a library of user flows for different use cases 

This came a little late but farewell Bill. You have been a tremendous inspiration to me as a designer.

via uxrave:

A sexy, useful interactive UX flow deliverable by @fireupman

Also see the Linowski Wireframes blog post about it.

Download the new IKEA catalogue app and scan select pages to unlock even more inspiration!

The making of JouJou, a curious boutique for toys and treats at The Grand America Hotel in Salt Lake City Utah.

Struck was delighted to rebrand The Grand America Hotel’s toy store, we completely embraced the challenge of bringing the environment to life. It’s a realm where imagination takes flight — in the playful form of fire-breathing dragons, elusive fairies, robot warriors and peculiar monsters. This haven for child-like curiosity includes a stunning new interior, a full brand identity, promotions, merchandise and packaging. Struck sourced original toys and books and filled it with lavish and rare gifts. The finished location is a magical experience for guests young and old, mixing hand-crafted installations with interactive digital canvases and delicious treats. Contributors included: Struck, Watts Architects, Plastik Banana, Chris DeMuri, The Second Artist and Chase Studio.