The concern we have is that every product you make will have a different context — the users will be different, the purpose will be different, the device could even be different. What works well for one audience may be a disaster for another. You must carefully dissect whether or not a best practice or design pattern actually fits the context in which you’re working. It’s not enough to know best practices and patterns — what matters is that you know when to use them, and when not to use them.
The UX of Learning UX is Broken
Dan Maccarone
2.9K107

In design higher education this is what I would label as rigorous research. I encourage students to become mini experts in the field they are trying to design a solution for, this expertise is different for every project but the skills of a researcher are methods and approaches that can be deployed again and again. This is hard, takes lot of time and effort even to instil in the most studious of students. Most recently some of my games students caught on an idea to use a terrarium as part of a game concept, after the pitch I was confident they could fake it as a gardener! Each decision hung on a concept that had been well researched and this is only one facet of building a product such as a game, again this takes time and experience, including a few failures.

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