We Already Knew That: When Research Findings Fail to Land

We Already Knew That: When Research Findings Fail to Land

Sometimes when we share research findings, we hear back, “We already knew that.” In this talk, I’ll examine why that happens, and what we can do about it. Sometimes, it’s a cognitive bias, called hindsight bias and also known as the “knew it all along” phenomenon. But there are other causes and we can adjust our approach to research to try and limit this all-too-common challenge.

ISO Standards That Relate to Human-Centered Design

ISO Standards That Relate to Human-Centered Design

Standards help us in our daily work as UX professionals – without limiting or even imposing specific design solutions. They establish a common ground in terms of qualities, definitions, processes, and artifacts. They represent a consensus of more than 80 countries that cooperated and voted upon issues of the human-system interaction. The webinar provides an overview of ISO Standards, how they are constructed, what kind of guidance they provide, and how they can help UX professionals in their work. Be sure to have your questions ready and join us on our journey to improve professionalism in the field of UX and Usability!

Engaging in Aging – Guidelines for Increasing Usability and Engagement of Older Users in Digital Products

Engaging in Aging - Guidelines for Increasing Usability and Engagement of Older Users in Digital Products

More than 1 billion people over the age of 60 live on this planet today. They are the fastest-growing category of e-commerce shoppers. Who are those older users? Despite goodwill, 2 in 5 feel that technology was not designed for them, and they are twice more likely to abandon a digital product. What should we pay attention to in the design process if we don’t want to miss them? In the talk, I will share some of the fascinating insights about the behavior of this unique segment and its challenges and will provide some worth-taking guidelines on navigations, UI, and microcopy to increase engagement and usability.

Putting the Concept of 2 Hour Design Sprints Into Practice

Putting the Concept of 2 Hour Design Sprints Into Practice

Many organizations have based their own design thinking process on Stanford’s Design Thinking Method or are using Google and Jake Knapp’s 5 Day process from the book “Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days.” However, 5 day design sprints have had challenges during the pandemic including the ability to conduct a remote design sprint using the same process effectively, loss of productive time and the ability to collaborate with multiple stakeholders in one room. 2 hour design sprints teach organizations, product managers, UX researchers, and designers how to adopt a 2 hour design sprint process to create more opportunities for success by increasing the frequency and speed of problems you can solve as …

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The Business Value of Accessible Design

The Business Value of Accessible Design

The pandemic focused on digital accessibility because digital became the only way to access business, leisure, and education. An inclusive design mentality is finally shaping how digital products are created rather than being an afterthought. Enterprises now have an added incentive to make sure their accessibility initiatives do not regress; digital accessibility lawsuits have been increasing year-on-year thanks to legislation like the ADA. 36% of companies have pledged executive-level commitments to accessibility, and grassroots efforts are driving change in 48% of companies (Source: Forrester). Audience Takeaways: Ability to differentiate accessibility vs. usability Understanding of how accessible design benefits businesses & customers Insight into two case study companies that are “doing it right” Actionable, practical guidelines for accessibility

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