UX & UI.
Interfaces, flows and states: the craft of products people get through without having to think.
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We Were Wrong About Workflow Builders
Most people want the result, not the workflow. What three years designing Lantern’s AI workflow builder taught me about templates, chat and trust.
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How to Design AI Answers People Can Trust
Lead with a one-sentence answer, prove it with the chart, name the source, and show that the AI checked. Lessons from designing an AI finance canvas.
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5 Examples of How Priming Influences Behaviour
Research, expectations, and why the brain hates uncertainty
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10 Powerful User Nudges Illustrated
And why we are so irrational sometimes
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How to Influence Choice Through Default Options
Choice architecture and how to design better defaults
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Norms Decide User Behaviour
And how to use them to design better solutions
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Understanding Human Irrationality
And how to help people make better decisions
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Why Consistent Writing Makes You a Better Designer
How writing made me a better designer, leader and thinker
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Giving Life to Your Product Ideas
Why teams struggle to go from exploring ideas to building them
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Principles That Influence Human Behaviour
And how they shape what we do without us noticing
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The Problem With Average Solutions
And why there might not be one
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Designing Perceptions Instead of Solutions, Part 2
Why a change of perception can work better than logic
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Sacrificing Emotional Experience for Efficiency
London’s Black Taxi Cab, Electric Vehicles and LEGO
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Principles For Designing Better Products
“It Doesn’t Have to Be Crazy at Work” by J. Fried and DDH
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Gamification: Punished by Rewards
The pitfalls of extrinsic motivation — Part 5
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The quest for simplicity
Complexity is not the opposite of simplicity
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Gamification: Motivation Model
The broken way of carrot and stick
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Product Design: Expectations vs Reality, Part 2
Mistakes we make on a daily basis — Part 2
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Living the Life of a User
Useless user personas and taking responsibility
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Why Your Nike Redesign is Bad
A letter to myself
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7 Principles That Influence Our Behaviour
Understanding human behaviour
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Gamification: Rewarding Users With Points
Part 3
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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 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, Part 1
Why a solution to a problem in the 21st century may not be the answer
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The Issue Behind Any Design Process
Agile, Waterfall, Scrum, Sprints, Cycles, Whatever
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Product Design: Expectations vs Reality, Part 1
Mistakes we make on a daily basis — Part 1
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Stop Asking Users What They Want
Observe, listen, and have courage to take a leap
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Top Questions To Ask Before Designing Anything
And what other things to take into account
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What’s The Thinking Model of Your Users?
Why it is more important than the UI itself
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5 Things To Do Differently About Your Product’s UX
What else can we do better?
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7 Basic Design Principles We Forget About
Some of them will always apply!
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Copywriting is Interface Design
The importance of copy in design of digital products
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Going Offline to Design Better Solutions
Disconnecting will make you a better designer and thinker
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10 Small Design Mistakes We Still Make
Don’t Make Me Think by Steve Krug
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Product Discovery — What You Must Know
What to take into account and how not to screw up the details.
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The Problem With Product Roadmaps
And how to make them better
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How Not to Design a Product Like Everyone Else’s
Why all the products on the market look the same?
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7 Stages of User’s Action in Design
Or why do we need to know about the human mind when designing products?
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22 Things I Learned From Designing for Startups
This is the second part from “What I learned from working with startups” and make sure to check first part for the Business lessons.
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Stress moment design
Why great products hold up when everything goes wrong at once