Making good decisions, UX sociologists, a new workflow for UI animations

Weekly curated resources for designers — thinkers and makers.

UX Collective Editors
Bootcamp
3 min readAug 26, 2024

--

“The genesis of agile was that we weren’t very good at software projects. Agile was one response to this, which became popular because it let everyone off the hook — ‘let’s not think hard now; it can wait.’

The era of product management compounded the issue because it taught product managers to ‘follow the customer’ and the money would come. The logical flaw in that argument is that customers want gold plating of your product, and they want it for free.

We’re moving back to a world of higher interest rates, lower rates of return, and proper decision-making, and this story discusses how to make good decisions that don’t leave value on the table.”

Making good decisions
By John Davidson

Editor picks

The UX Collective is an independent design publication that elevates unheard design voices and helps designers think more critically about their work.

Make me think

  • The relentless inevitable
    “It was always inevitable that technology would come for designers. I am pretty sure we reached ‘peak design jobs’ somewhere in 2021 and the number of design jobs will decline or stay flat.“
  • Fear as a game
    “There’s a theory in the science of emotion that the only innate human feelings are valence and arousal. Valence can be pleasant or unpleasant; arousal can be high or low. You can map any feeling on a wheel called an “affective circumplex,” with the midpoint representing neutral valence and neutral arousal.”
  • Experts vs. Imitators
    “Think of all the money managers who borrow their talking points from Warren Buffett. They might sound like Buffett, but they don’t know how to invest the way Buffett does. They’re imitators. How do you tell the difference between an expert and an imitator?”

Tools and resources

Support the newsletter

If you find our content helpful, here’s how you can support us:

--

--