The Four Elements of a Usable Cross-Channel Experience

According to Janelle Estes, we should design for the experience, not the channel. Users engage with organizations across many channels – the web, email, mobile devices, kiosks, online chat, storefronts or service centers, and more. “Users expect companies to provide a usable experience across all channels. Although you may think of various channels within your […]

The Omni-Channel Shopper

According to IDC Retail Insights report “Satisfying the Omni-channel Consumers Whenever and Wherever They Shop” , Multi-Channel Shoppers spend, on average, 15% to 30% more with a retailer than a Single Channel Shoppers – which makes sense, since there are more channels from which to purchase. But the report goes on to state that Omni-Channel […]

Three Tips to Successfully Prototype Your Ideas

In Tim Brown, CEO and president at IDEO, recent LinkedIn post, Why You Should Talk Less and Do More, he states that “Ideas are of little use if they stay put as ideas…” and “Shortening the distance between talking about an idea and prototyping it is key to becoming a successful design thinker.” Tim shares […]

The Omni-Channel Retail Shopping Experience

According to the Retail Info System News’ Omnichannel Rediness October 8, 2013 report, the retailers that deliver the best omni-channel experience – like Apple, Nordstrom and Macy – “enable a seamless shopping experience across channels by integrating services, technologies and processes.” The report goes on to share: Survey respondents say they’re missing out on 6.5% […]

Staging an Experience: Orchestrating Memories from Pine and Gilmore

Joseph Pine II and James H. Gilmore published Welcome to the Experience Economy for the Harvard Business Review in July of 1998 followed by the book, The Experience Economy: Work Is Theater & Every Business a Stage, in April of 1999 with an updated edition in 2011. Pine and Gilmore provide us with the first […]

The Secret to Innovation is Human-Centered Design

Many organizations talk about being innovated but few truly are. Organizations create goods, services, spaces, places, events – experiences – for people. Innovated organizations know this and follow the principles of human-centered design to innovate. Human-Centered Design, as the name implies, is designing solutions around human. It is the process that innovators like Apple and […]

The Two Laws of User Interface Design According to Jef Raskin Apply to Experience Design

Jef Raskin is probably best known for starting the Macintosh project at Apple in the late 1970s. He was awarded a National Science Foundation grant to establish a Computer and Humanities center which used a graphic display rather than the teletypes. But what I love about Raskin is that he was in a graduate music […]

Hick–Hyman Law and Design

Psychologists William Edmund Hick and Ray Hyman define “the time it takes for a person to make a decision as a result of the possible choices he or she has” in the Hick–Hyman Law.That is, increasing the number of choices will increase the decision time logarithmically. This means that people subdivide their total collection of choices into categories, eliminating […]

Fitts’s Law and Design

In 1954, Paul Fitts developed a model of human movement, Fitts’s law, based on rapid, aimed movement. Fitts’s model predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target. This law is used to model the act of […]

Perceived Affordance and Four Principles of Screen Interface Design

Psychologist James J. Gibson originally introduced the term “Affordance” in his 1977 article “The Theory of Affordances” and elaborated on it further in his 1979 book The Ecological Approach to Visual Perception. Gibson defined affordances as all “action possibilities” latent in the environment, objectively measurable and independent of the individual’s ability to recognize them, but […]