Top

Column: Evolution of XD Principles

UXmatters has published 8 editions of the column Evolution of XD Principles.

Top 3 Trending Evolution of XD Principles Columns

  1. XR Design: Imagination, Immersion, and Presence

    Evolution of XD Principles

    Challenging XD conventions

    A column by Dashiel Neimark
    June 25, 2018

    As for many UX professionals, my career so far has centered largely around performing UX research and design for Web and mobile applications. However, for the past year or two, I’ve been increasingly excited by virtual reality (VR) and augmented reality (AR) applications and their potential to positively impact our lives. My excitement stems from reimagining existing use cases in spaces such as education, workplace productivity, and entertainment, as well as from recognizing the potential for VR and AR to introduce entirely new digital experiences that go beyond what we’ve so far envisioned. The capabilities of the technology are quickly getting to where they need to be. The primary question people are asking now is: will the content be there?

    Experience designers must rise to the challenge. Of course, transitioning from traditional digital platforms to the wild west of extended reality (XR)—a blanket term that encompasses VR, AR, and mixed reality (MR)—requires some prep work. While I’m by no means claiming to be an expert experience designer for XR quite yet, I want to share my journey as an XR fan-boy. I’ve been absorbing the relatively small amount of information that is currently available on designing VR and AR experiences—reading every article and watching every video—and tinkering first hand with my beloved head-mounted display (HMD). Read More

  2. Craigslist’s Unconventional User Experience

    Evolution of XD Principles

    Challenging XD conventions

    A column by Dashiel Neimark
    June 19, 2017

    I’m going to open my new column Evolution of XD Principles with a quotation that actually contradicts my position:

    “If you do it right, it will last forever.”—Massimo Vignelli

    He’s wrong. Massimo is a very well-known, well-respected Italian designer who has impressed the world by successfully innovating products in a variety of disparate product spaces. But he’s wrong.

    Design should always accomplish one key thing: demonstrate a thorough understanding of the people who will engage with a solution. A design should accommodate the well-defined mental model of those engaging with an experience. However, a challenge for UX designers is this: mental models represent collections of knowledge—and knowledge is never static. Forever is a fallacy.

    With this premise in mind, my goal for this column is to write a series of articles that challenge traditional experience-design principles in a way that explores next-generation—and forgotten, last-generation—experience-design strategies.

    Join me, as I explore such topics as why ugly products sometimes succeed, how some companies can dictate rather than accommodate usability patterns, and the hidden value of a user experience with a tinge of dishonesty. I’ll be leading you on a journey that will take us off the beaten path—one on which the only constant is change. Read More

  3. XR Design: Patterns for Interactions

    Evolution of XD Principles

    Challenging XD conventions

    A column by Dashiel Neimark
    January 7, 2019

    In my previous two columns in this mini-series about extended reality (XR) design, I discussed some building blocks of XR, as well as some fundamentals to consider when designing an XR experience. Now that I’ve covered some of the broader aspects of this design space, I’d like to shift gears a bit and discuss some specific concepts you should be aware of once you’ve gained some traction in the XR space and want to improve the experiences you’re creating.

    In this installment of my mini-series, I’ll cover five additional design concepts:

    1. Field of view (FOV) and retention versus exposure in virtual reality (VR)
    2. Foveated rendering
    3. Multimodal interactions
    4. Hologram placement
    5. Locomotion and disorientation Read More

Champion Advertisement
Continue Reading…

New on UXmatters