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What makes the article interesting for designers is that as we think more about game-like aspects to the interfaces we develop, understanding how to motivate and encourage interaction is important. Applications, websites, devices cannot always provide a quantifiable sense of achievement. So, how can qualitative incentives help?


A product is actually a service. Although the designer, manufacturer, distributer, and seller may think it is a product, to the buyer, it offers a valuable service.

So, let me entertain you with a list I compiled of my favorite ‘User Experience myths’. Then perhaps you, like many UX folks, will have some myths of your own to share …

Interessante esempio di design iterativo realizzato su un testo.

If only a small bit of the typical time, money, and resources used to make and market a product or service were put towards design research—observing, talking to, and maybe even making artifacts with customers and users—the products and services we use would be greatly improved. Dan Saffer explains.