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<title>UXmatters</title>
<link>http://www.uxmatters.com</link>
<description>Insights and inspiration for the user experience community</description>
<dc:language>en-us</dc:language>
<dc:creator>pabini@uxmatters.com</dc:creator>
<dc:date>2008-05-08T09:11:29+00:00</dc:date>
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		<title>Bite-Sized UX Research</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2006/07/steve_baty.php">Steve Baty</a></p>
<p class="date">Published: May 7, 2008</p>
<p>It&#8217;s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:</p>
<ul>
  <li>Sometimes we&#8217;re brought onto a project late.</li>
  <li>Perhaps we&#8217;re new to an organization that doesn&#8217;t really  get  UX.</li>
  <li> Maybe a company is rushing to bring a product to market for some reason&#8212;and there are plenty of good and bad reasons this might be so&#8212;and there simply isn&#8217;t time to &#8220;go big&#8221;.</li>
  <li>Perhaps your client or organization is following an Agile development methodology.</li>
</ul>
<p class="sub-p">At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn&#8217;t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project&#8212;even if a project team can&#8217;t act on our advice straight away.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000287.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-05-08T09:11:29+00:00</dc:date>
	</item>
	<item>
		<title>Rosenfeld Media: UX Publishing Startup: An Interview  with Lou Rosenfeld and Liz Danzico</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2008/05/joshua_kaufman.php">Joshua Kaufman</a></p>
<p class="date">Published: May 7, 2008</p>
<p>After working on five books as an editor or co-author, Lou Rosenfeld became disenchanted with the traditional book publishing model. So, in late 2005, he founded Rosenfeld Media, a new publishing house that develops short, practical, useful books on user experience design. Rosenfeld Media published their first book, <em>Mental Models: Aligning Design Strategy with Human Behavior</em>, in early 2008. I recently had the opportunity to interview Lou&#8212;along with Liz Danzico, Senior Development Editor at Rosenfeld Media&#8212;about starting a new publishing house and &#8220;eating their own dog food.&#8221;]]></description>
		<link>http://www.uxmatters.com/MT/archives/000285.php</link>
		<dc:subject>Features</dc:subject>
		<dc:date>2008-05-08T07:16:51+00:00</dc:date>
	</item>
	<item>
		<title>Simplicity in Your Mind</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2008/05/lucinio_santos.php">Lucinio Santos</a></p>
<p class="date">Published: May 7, 2008</p>
<p>There is increasing interest in the simplification of information technology (IT). The IT industry is recognizing the need to simplify software technology as businesses express their increased interest in governing the return on their IT investments. Two goals are surfacing as explicit mandates to which <em>all</em> software vendors are responding:</p>
<ul>
  <li>lowering the skills required of software users</li>
  <li>increasing their productivity</li>
</ul>
<p class="sub-p">Although this simplification mandate is most essential to small- and medium-sized  businesses, where people with high-end technical skills may not be affordable, an  awareness of the damage complexity inflicts on users is spreading to the  enterprise market as well. Commoditization pressures make it necessary for the IT  industry to reduce skills requirements as well as service and maintenance costs.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000284.php</link>
		<dc:subject>Features</dc:subject>
		<dc:date>2008-05-08T06:27:30+00:00</dc:date>
	</item>
	<item>
		<title>So You Want to Be a UX Manager&amp;#8212;Seriously?</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2007/07/jim_nieters.php">Jim Nieters</a></p>
<p class="date">Published: April 22, 2008</p>
<p>This is my first column on the management of UX. In my  column, I&#8217;ll articulate what I&#8217;ve learned from my experience as a senior leader and several years in intensive senior leadership  development programs.</p>
<p class="sub-p">Have you ever known a manager  you  felt shouldn&#8217;t manage people? Maybe you&#8217;ve worked for one. Most of us have at  one point or another. On the other hand, most of us have also had great managers. What sets great managers apart from bad ones? That&#8217;s one of the questions I&#8217;ll explore in this article.</p>
<p class="sub-p">Almost weekly, I talk with a UX designer or researcher who wants to become a manager of a UX team. For some  people, this is a good choice. Both they and their teams thrive. But for many, it&#8217;s honestly not the right goal, and the end result is that neither they  nor their teams are happy. The  book <em>Now, Discover Your Strengths</em> [1] suggests that we tend to be good at the things we love doing, and we love activities at which we excel. I find that we do our best work when we&#8217;re in a playground. (I&#8217;ll explore this idea more in  my next column.) Isn&#8217;t life too short to pursue a path we don&#8217;t enjoy?]]></description>
		<link>http://www.uxmatters.com/MT/archives/000281.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-04-23T08:50:24+00:00</dc:date>
	</item>
	<item>
		<title>Recycle These Pixels: Sustainability and the User Experience</title>
		<description><![CDATA[<p class="author">By <a href="http://www.uxmatters.com/authors/archives/2006/08/jonathan_follet.php">Jonathan Follett</a></p>
<p class="date">Published: April 22, 2008, Earth Day</p>
<p>Whether we&#8217;re designing the user experience for a digital product or a physical one, as UX professionals, we are uniquely positioned to influence the behavior of other people, for good or ill. Our employers or  clients charge us with responsibility for not only defining a design problem from multiple perspectives, but also finding solutions that are better than the  ones that came before.</p>
<p class="sub-p">Increased energy consumption, materials waste, and the  resulting climate change are the chief difficulties our generation of designers  and thinkers must address&#8212;or ignore at our own peril. But for most UX  professionals, sustainability&#8212;unlike usability, technical feasibility, aesthetic appeal, and even business viability&#8212;is not yet a baseline factor that  we take into account when designing a product or service.</p>
<p class="sub-p">In honor of Earth Day&#8212;which occurs this year on April 22, 2008&#8212;let&#8217;s explore some different ways we can think about, influence, and  change the design of digital products in ways that will alter both our own behavior and that of others and foster respect for our planet and its  resources.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000280.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-04-23T08:48:25+00:00</dc:date>
	</item>
	<item>
		<title>Winning Content Persuades, Not  Manipulates</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2007/05/colleen_jones.php">Colleen Jones</a></p>
<p class="date">Published: April 12, 2008</p>
<p>When you think of <em>persuasion</em>, what comes to mind? Tricks such as the name repetition and personality mirroring touted by Dunder Mifflin sales representatives? Devious  emotional pleas like those Bart Simpson wields on his dad? The constantly shifting rhetoric of unctuous politicians? Deceptively &#8220;free&#8221; software that actually is spyware?</p>
<p class="sub-p">Such funny and frightening examples are not really persuasion at all. They are forms of manipulation, and they give persuasion a bad name. As I discussed in my <a href="http://www.uxmatters.com/MT/archives/000267.php">previous column,</a> elements of persuasion are important to creating winning content. To help safeguard content from becoming manipulation, we need to understand its distinction from persuasion.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000279.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-04-13T05:00:59+00:00</dc:date>
	</item>
	<item>
		<title>Designing Ethical Experiences: Some Practical Suggestions</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2008/02/joe_lamantia.php">Joe Lamantia</a></p>
<p class="date">Published: April 12, 2008</p>
<p>In the first installment of this series on ethics, I examined the way ethical dilemmas can impact the design of user experiences, describing how one scenario played out in the unfortunate experiences of some social networking service users in 2007. With that cautionary tale as  reference, I explored how unresolved conflicts between stakeholders&#8217; values or  perspectives frequently manifest themselves as ethical challenges for  designers. Looking ahead at the future of UX design, I described fundamental  shifts that are occurring in our culture and technology around permeability and  centralization. In the future, designers will lead the creation of increasingly  multilateral, multidimensional, and co-created experiences. Such integrated  experiences could introduce substantial, new potential sources of conflict&#8212;thanks to their greater interconnectedness and complexity. Therefore, I suggested this clear imperative in  response to this potentially conflicted future: Design <em>must</em> find effective ways  of managing conflict, encourage the creation of ethical experiences, and avoid ethically  unsatisfactory compromises. Finally, I offered three goals designers must work toward.
]]></description>
		<link>http://www.uxmatters.com/MT/archives/000278.php</link>
		<dc:subject>Features</dc:subject>
		<dc:date>2008-04-13T04:57:55+00:00</dc:date>
	</item>
	<item>
		<title>Defining Experience: Clarity Amidst the Jargon</title>
		<description><![CDATA[<p class="author">By <a href="http://www.uxmatters.com/authors/archives/2005/11/dirk_knemeyer.php">Dirk Knemeyer</a></p>
<p class="date">Published: April 12, 2008</p>
<p>The word <em>experience</em> has gained significant traction over the past 15 years. Beginning with the  mainstreaming of the term <em>user experience</em> in the software industry and, later, extended to the work of marketing  professionals who began thinking about marketing as being <em>experiential</em>, the idea of <em>experience</em> as a focused professional area of endeavor is alive, well, and growing rapidly.  However, the more our space grows, the more confused and chaotic is our  collective understanding of the meaning of these terms. To try to help clarify  this murkiness, I want to share my definitional model for the fields of  experience and provide guidelines for the use of various terms.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000277.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-04-13T04:54:07+00:00</dc:date>
	</item>
	<item>
		<title>Experience Partners: Giving Center Stage to Customer Delight</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2008/04/greg_nudelman.php">Greg Nudelman</a></p>
<p class="date">Published: April 12, 2008</p>
<p>Today, the design industry is at the threshold of a new epoch&#8212;a point of theoretically limitlessness potential for expansion. We must decide just how, going forward, we will relate to the people who use our designs&#8212;as people who are &#8220;busy and eager to get on with it&#8221; yet &#8220;alert and caring&#8221; or, much less constructively, as people who are merely &#8220;simple-minded and stupid.&#8221; Therefore, I want to propose the  concept of <em>experience partners</em> as a whole new way  of thinking about our customers as partners in holistic product experiences. We  need new terminology to describe this concept, because the term <em>users</em> limits us to  old ways of thinking about the world we live in and the products we develop. The term <em>experience partners</em> reflects an emerging  paradigm shift from a focus on product features to instead conceptualizing holistic product  experiences and embodies our best understanding of how to design products that create  delight and become integral, harmonious parts of people&#8217;s lives.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000276.php</link>
		<dc:subject>Features</dc:subject>
		<dc:date>2008-04-13T04:48:49+00:00</dc:date>
	</item>
	<item>
		<title>Placing Value on User Assistance</title>
		<description><![CDATA[<p class="author">By <a href="/authors/archives/2007/01/mike_hughes.php">Mike Hughes</a></p>
<p class="date">Published: March 24, 2008</p>
<p>User assistance writers are often the Rodney Dangerfields of  the UX world, bemoaning the fact that we don&#8217;t get any respect. I think the real problem is that user assistance folks are not particularly good at  communicating the ways in which we add value to an enterprise. This column  explores two models that show how user assistance adds value and how we can communicate  that value to those who pay our salaries&#8212;something I would like to encourage  other user assistance writers to do.]]></description>
		<link>http://www.uxmatters.com/MT/archives/000273.php</link>
		<dc:subject>Columns</dc:subject>
		<dc:date>2008-03-24T08:05:45+00:00</dc:date>
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