Notes on the craft.
Articles on product design and the behavioural side of it: nudges, defaults, choice architecture, and the habits that make designers better. Most first ran in UX Planet; they live here now.
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Gamification: The Importance of Failure
Part 2
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Gamification: Understanding The Basics
Part 1
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The Business of Removing Negatives from a Product
Rationally choosing the irrational
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The Curse of Knowledge Bias
And how it impacts your work
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The Problem With Online Reviews
The good, the bad and the ugly
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The Importance of Feedback from a Product
Sometimes it may save a life, kill, disturb, annoy or inform
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Designing Better Choices for Your Users
The power of a nudge in design
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Why More Data is Not The Answer
Why so many companies make bad decisions, even with access to unprecedented amounts of data?
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Why Great Products Do Only One Thing
And why one feature is better than two or three
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Designing Perceptions Instead of Solutions
Why a solution to a problem in the 21st century may not be the answer
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Finding Unseen Opportunities
Problem solving, thinking in reverse and defining innovation
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Why Even Care About Your Core Users?
The cost for not being or not staying loyal