A review of Design for Care by Peter H. Jones. Applying design thinking to healthcare systems.对 Peter H. Jones 的著作《Design for Care》(医疗保健设计 ...
10 tips for mobile usability testing, 5 top questions to consider, UX design guidelines, creating mobile sketches, and lots more in the world of mobile.深刻理解专家建议전문가 조언 이해하기10 dicas para teste de ...
Creating a collaboration space for projects spanning 30 countries in Latin America, an organization learned lessons about the need for a strong UX process.
Cartoons from the wild and twisted world of Leigh Rubin, syndicated cartoonist.来自联合漫画专栏作者Leigh Rubin的奇思妙想的卡通。신디케이트 만화가, Leigh Rubin의 야생의 뒤틀린 세상 만평. Cartoons do mundo selvagem e ...
This article provides ten tips to help motivate content producers to create high-quality content. With the right plan and approach, content production needn’t delay a project. (Full article available ...
Science fiction shapes our collective imagination and pushes technology forward. Ultimately, science fiction is a prototyping tool that can impact the science of ...
Geographically distributed collaborations are challenging, but increasingly common. The Collaboration Success Wizard aims to improve the chances of having a successful project.不同地域的协作富有挑战性,但越来越普遍 ...
A review of A Web for Everyone, by Sarah Horton and Whitney Quesenbery. A vision of a future in which we all can use the Web.《全民网络》(A Web for Everyone) 的书评,该书的作者是 Sarah Horton 和 Whitney Quesenbery ...
World Usability Day on November 8, 2012 is focused on the usability of financial systems—a topic that affects everyone, all around the world. World Usability Day on November 8, 2012 is focused on the ...
Nonprofit UX differs from for-profit design, but the two worlds can benefit from a mutual exchange of techniques. A glimpse at what the “other side” is doing can ...
With augmented reality, the tech is typically put ahead of the user experience. We need to bring UX more prominently into the AR conversation. Bruce Sterling talks about Hollywood, aliens, and how ...
Acting, when used to validate a wearable product concept, describes the right target group, identifies use situations, and contextualizes issues to be addressed in product development.