Lyndon Cerejo is a UX Design leader with over twenty-five years of hands-on experience helping companies design usable and engaging experiences for their customers, employees, and partners. He has provided digital design and design leadership for companies ranging from start-ups to Fortune 100 businesses across industries. When not doing design, he enjoys speaking, teaching, writing, and has co-authored books on marketing and innovation, as well as a children’s book series. Lyndon is a photography and LEGO enthusiast (and a LEGO Serious Play Facilitator) and often incorporates both in his writing and speaking. He has been studying designerly (or designer-like) habits and behaviors that make designers successful, and publishes a curated newsletter on the topic, Being Designerly.
As a designer, you may be tasked with figuring out how your company should approach the metaverse or thinking about designing for the metaverse. In this article, Lyndon Cerejo will discuss a few steps he recommends before diving headfirst into any design for the metaverse.
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Persuasion is all around us, in our everyday lives. As designers, we can use ethical persuasive design methods to get users to take some action. With plenty of persuasive methods available, we have to be selective about what we use.
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How well do you really know your users? Well, not only do you need to understand what triggers them, but also find ways how to design for persuasion.
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Nowadays, users are increasingly cautious of online and email scams, phishing attacks, and data breaches. This article provides food for thought for designers and developers to avoid crossing the ethical line to the dark side of persuasion.
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Voice-based interfaces are becoming commonplace. Voice assistants such as Siri and Cortana have been around for a few years, but this past holiday season, voice-driven devices from Amazon and Google made their way into millions of homes. Recent analysis from VoiceLabs estimates that 24.5 million voice-driven devices will be shipped this year, almost four times as many as last year. As experience designers, we now have the opportunity to design voice experiences and interfaces!
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There are over two million iOS apps and almost as many Android apps in the growing app economy. However, for every Flappy Bird app that gets lucky and goes viral, there are thousands of apps that take time and hard work to launch and persistence to maintain, grow and avoid the app graveyard. While we typically hear about overnight success stories, this article explores the more typical experience of an appreneur, or app entrepreneur.
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This is an experiment in a slightly different format for Smashing Magazine – using a storytelling approach to convey the same lessons learned that a traditional article would have provided.
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Today’s mobile users have increasing expectations, they are
intolerant of faults in their mobile experiences
, and they complain about bad mobile experiences on social media and through word of mouth. How do you make sure that your mobile experience meets or exceeds users’ expectations? One quick way to identify potential problems is to conduct a user experience diagnostic, by having a few mobile specialists look for potential problems with a mobile presence. A diagnostic can be done during design and development to ensure that the mobile website or app adheres to best practices and guidelines. It also serves as a great starting point for a redesign to identify particular opportunities for improvement.
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Guesstimates by analysts put the number of mobile app downloads this year at somewhere between 56 and 82 billion, with the average user downloading somewhere
between 26 and 41 apps
, with a smaller subset of those apps being used on a regular basis.
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Mobile users and mobile usage are growing. With more users doing more on mobile, the spotlight is on how to improve the individual elements that together create the mobile user experience.
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Emergency car shopping is no fun. This past month was the second time I had to shop for a car in a short timeframe without advance warning. Like most informed shoppers, I went online to get a feel for my options, armed with knowledge of what I was looking for: apart from safety, gas mileage and reliability, it had to comfortably seat six and not require me to take out a second mortgage.
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Part 1
of “Improving the Online Shopping Experience” focused on the upper part of the purchase funnel and on ways to get customers to your website and to find your products. Today, we move down the funnel, looking at ways to enable customers to make the decision to buy and to guide them through the check-out process.
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Amazon turned sweet sixteen this year, and, by extension, so did online shopping as we know it. As online shopping has grown over the past 16 years, so have user needs and expectations related to the online shopping experience. Setting up shop online is easy, but creating an experience that satisfies target users is a different story altogether.
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For the past few years, we’ve heard pundits declaring each year as “year of the mobile Web”; each year trying to sound more convincing than the previous. Whether 2011 will be the real “year of the mobile” remains to be seen, but what is indisputable is the fact that the mobile usage of the Web is growing and evolving. As it evolves, so does the
mobile user experience
, driven by advances in mobile device technology — from better browsers on basic mobile phones (or feature phones — remember the Motorola RAZR?) to the increased adoption of smartphones and tablets.
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The old adage, “a picture speaks a thousand words” captures what user interface prototyping is all about: using visuals to describe thousands of words’ worth of design and development specifications that detail how a system should behave and look. In an iterative approach to user interface design,
rapid prototyping
is the process of quickly mocking up the future state of a system, be it a website or application, and validating it with a broader team of users, stakeholders, developers and designers. Doing this rapidly and iteratively generates feedback early and often in the process, improving the final design and reducing the need for changes during development.
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