User Experience Career Advice From 1,015 UX Professionals We recently published the 2nd edition of our User Experience Careers report, 7 years after the 1st edition was published. Our report is free and a gift to the UX community. The 2nd edition is based on several research studies carried out in 2019 and is based on responses from over 700 UX professionals. They included an online survey completed by 693 people, 2 focus groups, and 17 remote, semi-structured interviews, all carried out with UX professionals around the world. What Hasn’t Changed? UX practitioners are just as satisfied with their careers as they were in 2013; career satisfaction got an identical rating of 5.4 on a 1–7 scale (where 1 was completely dissatisfied, and 7 was completely satisfied). Enjoying the process and the work Seeing the impact of their work Receiving recognition for their work Having opportunities to grow and excel Industries hiring UX practitioners and the kinds of things UX practitioners work on are also much the same. What’s New? Changing Careers
Samples It took a while, but here are some results from what people submitted for the Feedback Note call for samples: Dedicated Note Spaces Craig’s preferred method of capturing feedback is on the wireframes themselves within a dedicated notes section. After printing out the full set of wires on a large piece of paper he then takes notes and sketches on top of what is already there. Looking more closely, a lot of the feedback in this particular wireframe is written in a question or task format – as in: “How would the user do this or that”. I think it’s an interesting way of testing the interface with additional sub cases which should be eventually accounted for. Credits: Craig Kistler Saving Whiteboards with Evernote For Anirban, what works is jotting down everything on a whiteboard, and taking it as a snap using the Evernote app. Credits: Anirban Majumdar Capturing Sign Off with Checkmarks Credits: Jakub Linowski Thoughts?
UX deliverables are dead, long live code - fantasticlife's posterous This post is a possibly ranty reaction to the recent Wireframes are dead, long live rapid prototyping post on UX for the masses. If you’ve not read it, it’s definitely worth a click. And also worth working your way through the comments it generated. But I disagree with the post on two counts. the alternative is to bypass wireframes altogether and either go straight from sketch / outline designs to developing working code (in an Agile fashion), or as is more use common use [sic] a rapid prototyping tool to create a prototype which loses me at the comma. If wireframes aren’t dead I’d be more than happy to take them outside and put a bullet through their head It’s probably best to consider this list a personal addendum to the six reasons to ditch wireframes list in the original post. ‘UX professionals’ seem to be obsessed with defining optimum user experience. If wireframes are dead, rapid prototyping tools should die in their arms So I don’t really like wireframes.
Just What is a UX Manager? | Adaptive Path Earlier this week, I wrote quick blog post, calling out seven lessons for UX managers from this year’s MX conference. Then on Twitter, Livia Labate, who leads the experience design practice for Marriott International asked, “Dear @AdaptivePath, what is a UX Manager?” Here’s my not-so-twitter-length response: UX managers come with all sorts of fancy-pants titles. This isn’t about titles. This is about responsibilities. Someone who manages user experience has stuck their neck out and said they’ll deliver business outcomes through improving the experience that customers have with a product or service. That means you believe UX is a force that can not only improve people’s experiences but that it can also drive business. Why I <3 UX Managers Okay, let it be said that I’m biased. I’ve spent the past six years trying to get to know as many of you as I can, either speaking at or chairing Adaptive Path’s Managing Experience conference. What I’ve learned is that this is an emerging discipline.
So you wanna be a user experience designer — Step 2: Guiding Principles [This is part of a series titled So You Wanna Be a User Experience Designer. Check out the previous post, Step 1: Resources] Five months ago I wrote a post titled, “So you wanna be a user experience designer,” in which I gathered all of the resources in my UX arsenal: publications and blogs, books, local events, organizations, mailing lists, webinars, workshops, conferences, and schooling. My intent was to give aspiring user experience designers, or even those on the hunt for additional inspiration, a launching pad for getting started. The response has been pretty remarkable — the link continues to be sent around the Twitterverse and referenced in the blogosphere. I’m really pleased that so many people have found it to be a useful aid in their exploration of User Experience. In the post I promised that it would be the beginning of a series, and I’m happy to report that Step 2 is finally here: Guiding Principles. DISCLAIMER: These lists are meant to be both cogent and concise. Have empathy
Dieter Rams: Apple has achieved something I never did When Ive talks about Rams designing “surfaces that were without apology, bold, pure, perfectly-proportioned, coherent and effortless”, he could equally be talking about the iPod. “No part appeared to be either hidden or celebrated, just perfectly considered and completely appropriate in the hierarchy of the product’s details and features. At a glance, you knew exactly what it was and exactly how to use it.” Today Rams is best known for his range of minimalist shelves, made by Vitsoe, and for his influence on Ive. For his part, writing on Apple for the first time, Rams is muted. He argues that Apple are one of the very few brands, almost unique in the modern world, who are not devaluing the word “designer”. Dieter Rams on Apple I have always regarded Apple products – and the kind words Jony Ive has said about me and my work – as a compliment. I have always observed that good design can normally only emerge if there is a strong relationship between an entrepreneur and the head of design.
Product Manager and UX Designer - What's the Difference? Photo Credit: pelican via Compfight cc Product Manager vs. UX Designer I always advocate in favor of broad definition of User Experience Design practice. Here’s the definition from my recent ebook UX Design for Startups: “User experience design (abbreviation UX, UXD) – A discipline focused on designing the end-to-end experience of a certain product. A UX designer’s work should always be derived from people’s problems and aim at finding a pleasurable, seductive, inspiring solution. When you’re designing an experience, you are in fact planning a change in the behaviour of your target group. User experience lies at the crossroads of art and science and requires both extremely acute analytical thinking and creativity.” Planning, measuring, building, validating – that’s pretty broad set of actions, but this is what, I believe, have to be done to create stunning UX Design. Is there anything left for Product Managers? PM = UX Designer PM ≠ UX Designer Reimagining the way you design.
Boxes and Arrows Gestalt Theory: Society for Gestalt Theory and its Applications (GTA) - Welcome The Society for Gestalt Theory and its Applications (GTA) is an international scientific association established for the purpose of promoting the Gestalt theoretical perspective in research and practice. In May 2015 the GTA will organize the 19th international Gestalt theory conference in Parma, Italy, hosted by the Dipartimento di Antichistica, Lingue, Educazione, Filosofia (ALEF) of the University of Parma. The conference theme will be: Body, Mind, ExpressionContact: email@example.com In April 2013 the GTA invited to the 18th international Gestalt theory conference, hosted by the University of Education in Karlsruhe (Germany). Creative Processes – Gestalt theory in the context of learning and education and other fields of human life (18th GTA Convention April 11-14, 2013) 100 Years Gestalt Psychology - an international GTA Symposium took place in Helsinki, Finland, in September 2012 in cooperation with the Finnish Society for Natural Philosophy (LFS). Click he
How important is user experience? 9 things you need to know about UX. UX is based on 200 years of scientific knowledge, 30 years of industry best practices and specifically applied research. - @mashable User experience (ux) is an emerging practice that sits at the intersection of behavioral science, web development, and domain-specific knowledge. It’s a human-centric approach to understanding how people engage with technology, and how to build the best web experiences possible. Consider the following: 88% of online consumers are less likely to return to a site after a bad experience. -@econsultancy94% of a user’s first impressions are design-related. - @Veopix73% of consumers access websites on their mobile devices. - @Bond_Group The best user experience practice comes from a deep knowledge of buyer personas. The practice of user experience spans multiple disciplines, including buyer research, information architecture and knowledge management, interactive design, and visual design. User experience carries a significant, measurable ROI for organizations.