2020 has been, without question, a year of disruption, uncertainty, and unknown territories; with a pandemic that shifted routines and daily lives came a flux in consumption habits, expenditure, and how we spend time. Countries began drafting laws to give people the legal right to work from home [1]; the dining room has become an office, the kitchen counter a meeting place, the living room a quick workout area, all setting new realities and habits for many. In contrast, others are even forced into the digital landscape more than before.
Certainly, we will not be on lockdown forever, but we…
Have you asked for feedback after a remote workshop and didn’t get much response? Have you been asked for feedback after a remote working session, and you didn’t mind to provide any because you thought they would ignore it anyway? Have you felt that your presence was more of a courtesy invite?
Remote working comes with unique opportunities and challenges. Like every collaboration, it requires planning and excellent facilitation skills thoughtfully crafted to the medium and audience it is delivered to create the right conditions for engagement.
The COVID-19 pandemic has challenged many aspects of our lives. It has impacted the way we work, the way we shop, the way we attend doctor appointments, to name a few. Many aspects of our lives are turning to a digital landscape faster than we expected. No doubt coming out of this crisis, we will face a new normal. …
I wrote this article in April 2020. This story is for educational purposes. The design of Sellers Central represented in the visuals provided here may have been updated by Amazon and might not apply with the examples below.
Often in product design, we overlook data when it is not in a numerical format, pushing back on design solutions that seem at first, edge cases. When we use only data in a numerical format we are likely to:
Being aware of who we are designing for, rather than unwittingly coming with design solutions is at the heart of user-centered design. While Personas can help us maintain that awareness, project teams often lack the budget, time, and research power required to build them. This article is not, yet another article about how useful Personas are, but rather a more flexible approach to learn from your users.
Personas can be one of the UX double-edged swords. Well executed, they enable product teams, and stakeholders to become user-centered. …
Do a search in Google of UX Research and Product team, and you will get a list of beautiful loops and UX processes. While these all look great and make a good approach. On the other hand, we talk so much about empathy these days of user-centered design, yet we do little to empathize with our teams, researchers, product managers, designers, and engineers in our process. Besides, Agile was never designed with UX Research as part of the framework, leaving teams struggling to collaborate with the research in sprint work.
Once teams are running their sprints, we often fail to…
Benchmarking is more than some clicks in your app. Some times we are asked this metric to quantify the user experience, and oftentimes, this ask comes from little understanding about the users, what tasks they need to complete, how are they using the product, what are their needs, their goals and the problems they have.
While the number of clicks or taps are a good metric, it is essential to inform the design and product teams about different problem areas, and opportunities, otherwise, the team could overlook other aspects that add up to the interaction cost and the cognitive effort…
When done properly, every Product team should be comfortable incorporating User Experience research at any development stage of a product, when done wrong it becomes a road-blocker. The only way to gain a deeper understanding of the users of any product, their needs, motivations, and the problems they have is with research. Because Agile was never designed with UX Research as part of the approach, it is very common, to see Agile teams that want to skip and sacrifice the research altogether.
If you are reading this, chances are you are probably aware that introverts need time to recharge after socializing or after meeting with large groups of people. If you are an introvert, you are probably looking forward to the weekends just to chill at home reading a book, watching a movie or to meet with your closer small group of friends for a board-game night or doing whatever is that you like to do in your alone time to recharge.
As UX Researcher, great deal of our day and our jobs is to meet and engage with people because research…
La Prueba de Usabilidad con usuarios es una de las mejores formas para informar el proceso de diseño de productos digitales, revelar si el producto en desarrollo es fácil de usar y si los usuarios pueden completar sus objetivos fácilmente.
La ISO 9241–11:1998 “Guidance on usability”, define la usabilidad como:
La medida con la que un producto se puede usar por usuarios determinados para conseguir objetivos específicos con efectividad, eficiencia y satisfacción en un contexto de uso concreto.
Siendo la Prueba de usabilidad uno de los varios métodos cualitativos de investigación que puede usarse frecuentemente en diferentes etapas de desarrollo…