J. Stanford-CareyinUX CollectiveSporks, Toy Story 4, and Product Design:An Exploration on Design Intent vs Realized PurposeSep 11, 2019Sep 11, 2019
J. Stanford-CareyMy Game Designer vs My UX DesignerAnd how they work together in my process.Apr 10, 2019Apr 10, 2019
J. Stanford-CareyinThe Ugly MonsterJumanji, the Board Game UX We Should All Aim ForJumanji’s immersive experience and quality of life features make it the pinnacle of user excellence for board gamers.Apr 1, 2019Apr 1, 2019
J. Stanford-CareyI Really Hope that the Die Hard Board Game is Not Die Hard: The Movie: The Board GameMy UX Wants List for Die Hard: The Nakatomi Heist Board GameMar 27, 2019Mar 27, 2019
J. Stanford-CareyinThe Ugly MonsterDos: The Direct-to-DVD Sequel to UnoPresentation affects board game UXMar 12, 2019Mar 12, 2019
J. Stanford-CareyinUX CollectiveHow Yu-Gi-Oh! may have shaped the future of tabletop gamesAR, UX, and Giant Monsters. It’s time.Mar 5, 2019Mar 5, 2019
J. Stanford-CareyinThe Ugly MonsterSound in Tabletop GamesAn under-used UX toolFeb 22, 2019Feb 22, 2019
J. Stanford-CareySmash Up iOS app UX ReviewHow a clunky digital translation hinders a great analog gameFeb 11, 2019Feb 11, 2019
J. Stanford-CareyinThe Ugly MonsterThe UX of MultidecksCards that try to do everything can’t do anything particularly wellFeb 3, 2019Feb 3, 2019