A List Apart


The Articles

  • OOUX: A Foundation for Interaction Design


    Pivoting smoothly from action to action is all well and good, but when interactions seem abstract to users, a sense of context is probably missing. In this follow-up to Object-Oriented UX, Sophia Voychehovski takes us from big-picture OOUX frameworks to confidently targeting actions that meet the needs of users.

  • Looking for “Trouble”


    Venting isn’t exactly an innocent activity. Rolling our eyes at a struggling client—no matter how justified we may think we are—hints at a skewed sense of entitlement. It means we’ve forgotten that our experience working with others reflects their experience working with us. Orr Shtuhl shares how the team at Blenderbox changed their “venting culture” to proactively hunt for subtle flags of distress and take responsibility for their clients’ side of the experience.

  • The User’s Journey


    We’re hardwired to respond to stories—to parse them, to invent them, to translate our world into landscapes and characters. Applying a twist to “narrative architecture,” Donna Lichaw deconstructs how we weave stories into our products. The real trick, she says, is to do more than tell stories; it’s to design our products to be the story.

  • Design for Real Life


    We say we’re crafting personas to fit the needs of “real” people—yet we easily revert to abstractions when raw emotions enter the picture. Common human experiences aren’t “edge” cases; we don’t get to dismiss what seems uncomfortable or different to us. In this excerpt from Design for Real Life, Eric Meyer and Sara Wachter-Boettcher take on the elephant in the room—the tendency to look the other way.

  • Web Animation Past, Present, and Future


    Despite the rise and fall of Flash on the web, designing with animation has fiercely stirred us for decades. And yet nothing compares to its latest surge of evolution. Rachel Nabors lays out the array of tools and techniques that are fundamentally reframing our ideas about animation, and looks ahead to see where this path is taking us.

  • Aligning Content Work with Agile Processes


    Times (and job titles, and platforms) have changed. Agile has the potential to liberate content strategists from obsolete ways of working, and developers and designers can help. Brendan Murray identifies four key areas—iteration, product, people, and communication—where designers and devs can find common ground with their content counterparts and usher them into to an agile world. The open and collaborative approach of modern agile development is a framework within which content work can refine itself, test, and learn.

  • Impulses and Outcomes


    When a designer becomes known for a certain look or style, it could be a sign that they’re held in thrall by something in their own personality or individual life experience. Matt Griffin reminds us that design is a service intended to be tailored to the client. To best meet the project’s and the client’s needs, recognize when you’re hanging on to a limited selection of personal design tropes.

  • Defeating Workplace Drama with Emotional Intelligence


    Workplace drama, coworker and client irrationality: these seem like forces of nature that we have no way to prevent or control. Brandon Gregory shows us the emotional calculus at the heart of the tempest. Try this formula on any behavior that makes no sense, and it will help you understand what’s going on and what you can do to help.

  • Designing the Conversational UI


    In the second of a two-part series, Matty Mariansky turns to the practical aspects of designing conversational interfaces. He discusses some of the challenges that he and his team encountered along the way and offers guidelines for translating specific design patterns into a conversational form. These guidelines are loose principles rather than hard-and-fast rules; best practices for designing conversations will form, break, and form again. It’s an exciting time to be a pioneer.

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