Interviewing customers can be invaluable to decide if an idea or design works. But how do you conduct a successful interview? One technique is the so-called Five-Act Interview, which is part of the book Sprint by Jake Knapp and others from Google Ventures. In this short video, you can see the Five-Act interview in action.
Prototyping, although it wasn’t called that way, has always been a part of how humans build things. In this article, Michael Guggenheim takes a look at the history of prototyping and outlines some of the reasons why prototypes have regained certain prominence and visibility in recent times, after being pushed back for a long time as being messy and amateurish in a world dominated by experts, planning, and science.
Prototyping is a very powerful process for discovery but it’s still not how most people work every day. So Jim Rosenberg from IDEO sat down with two experts, James Oliver Senior and Grant Wedner, to learn more about the advantages of prototyping, like testing hypotheses and refining ideas. In a few short videos, they also explain what makes a good prototype, for example, why surprisingly simple low-fidelity prototypes are often all you need and why defining a narrow problem space can be helpful to get started in solving big complex problems.
For the fifth year now, Fabricio Teixeira and Caio Braga from UX Collective share a few of the trends they have identified which our industry has been writing, talking, and thinking about. One of the key trends they observed: Teams are increasingly adopting workflows that are less based on design files as deliverables. Instead, the product of design work is “every decision we made with the team and how we influenced the organization at large.” One key aspect of this shift: Collaboration and sharing, for example of prototypes, is becoming more important than ever.
Lean, agile, and Design Thinking are all popular frameworks that teams apply to work more effectively. But in reality, teams often don’t align their different ways of working and processes that are meant to improve the output of work are in fact not working for anyone. In this great talk from Mind the Product Singapore, Jeff Gothelf, author of Sense & Respond, explains why we have to move away from “implementing processes”. Instead, we should focus on the underlying principles of agile methodologies and Jeff provides ten such principles that work with any methodology your team may choose to use.
More than 3000 designers from all over the world participated in the third annual UXtools.co Design Tools Survey. In nine categories from wireframing and prototyping to user testing and design system tools, designers shared what they use and what they are excited about.
Version 60 of Sketch introduced a new Components Panel that brings Symbols, Text Styles and Layer Styles into a single tab. The team also improved the onboarding process for shared libraries and the transition from local to Cloud Libraries for Sketch for Teams.
The popular project management software Basecamp now offers a free version for up to 3 projects: Basecamp Personal is “perfect for freelancers, students, families, and personal projects” and also includes the infamous hill chart to track progress, of course.
After the Adobe MAX release of XD brought, among other new features, component states and real-time coediting, here comes the next great news on XD: The Abstract team just released Adobe XD file support into public beta for all customers, so you can now use Abstract to manage your XD files in a workflow based on branches, commits, and merges of stakeholder-approved design work.
The updated Angle 3 by Meng To and his team now comes with over 1000 vector and 3D device mockups for Sketch, Figma and Adobe XD.
Flowkit is a UI kit to create user flows from pre-defined components. It is available for Sketch, Figma, and Adobe XD.
Wireframer is a neat little tool by Jim Raptis that lets you create SVG placeholder text for easy use inside – you probably guessed it – Sketch, Figma, and Adobe XD.