How many designers does it take to fix the UX job market?
A major blind spot is making the process frustrating for all of us.Continue reading on UX Collective »
A major blind spot is making the process frustrating for all of us.Continue reading on UX Collective »
In 2025, the hottest tech UI isn’t a button or icon - it’s a blank box waiting for your words.Continue reading on UX Collective »
The first cut is to ResearchOps, and how to avoid it — with Kate TowseyThe recent downturn has revealed an unpleasant truth — Research Operations teams and the researchers within are often the first to be cut when corporate cost cutters swing the axe.Yet there are several things research operations leads and researchers can to avoid heads rolling, but there is no one size fits all to avoid it.That is the advice of Kate Towsey, author of Research that Scales, and one of the founding voices of the
The SMIL specification was introduced by the W3C in 1998 for synchronizing multimedia. This was long before CSS animations or JavaScript-based animation libraries were available. It was built into SVG 1.1, which is why we can still use it there today.Now, you might’ve heard that SMIL is dead. However, it’s alive and well since Google reversed a decision to deprecate the technology almost a decade ago. It remains a terrific choice for designers and developers who want simple, semantic ways to add
Or, do androids dream of well-mannered sheep?Continue reading on UX Collective »
OpenAI Codex promises to revolutionize coding, but don’t be fooled—this shiny new AI tool has some serious flaws. While it’s great for basic tasks, it’s far from ready to replace skilled developers, and it comes with major risks like outdated code, security vulnerabilities, and legal nightmares.
Microinteractions are small moments where the user and design interact. When they’re well designed, micro interactions enhance the user’s…
One of the many facets of UX/UI design that is influencing the future of how consumers interact with digital interfaces is…
Ever felt that little spark of satisfaction when a button just works or a page loads with a smooth, almost magical transition? That’s the…
When it comes to User Experience (UX), most people will already know what a micro-interaction is, without knowing what a micro-interaction…
Simple micro-interactions to make the Amazon App a smoother and more interactive experience
Micro-interactions are contained moments that revolve around a single use case. Micro-interactions focus on detail — they do one thing but…
In today’s digital landscape, the key to creating a great app experience is all about the little things. Micro-interactions, small and…
Micro-interactions are small, but powerful, moments of interaction between users and digital products. They are the subtle details that…
Microinteractions have become an integral part of user experience design. A good micro-interaction smoothly blends in with the design &…
Designing micro interactions in Framer X is easy and fast. It’s still a prototype but in a smaller world. Same principles apply. Frames…
CSS grid with Galaxy layout: now available in FigmaHow I used Grid on a client website sometime ago, and share creative ideas to spark your imagination, whether you’re a designer, developer, or both.1. The history of CSS gridBack in 2005, Bert Bos published the CSS3 Advanced Layout draft. After nearly two decades of work by the CSS Working Groupand passionate advocates, CSS Grid has evolved into one of the most powerful layout systems for the web and developers have been using it in production f
To get more buy-in for your ideas, create a small winPhoto by Anna Shvets: https://www.pexels.com/photo/close-up-photo-of-person-holding-a-trophy-6250940/“Once you can build something and show it to executives and say, this is my impact, everything becomes much easier.” A design manager told me, and he wasn’t alone.I’ve been talking with design leaders for a paper on how they help design teams understand and hit business metrics, and this is one of the themes multiple people have said.The fact i
<div class="medium-feed-item"><p class="medium-feed-image"><a href="https://uxdesign.cc/design-beyond-ai-a0caaf73d826?source=rss----138adf9c44c---4"><img src="https://cdn-images-1.medium.com/max/1536/1*Ky34FX7pVfj0fIqu3STMwQ.jpeg" width="1536"></a></p><p class="medium-feed-snippet">PMs and AI: the new invisible player</p><p class="medium-feed-link"><a href="https://uxdesign.cc/design-beyond-ai-a0caaf73d826?source=rss----138adf9c44c---4">Continue reading on UX Collective »</a></p></div>
Hello, my name is Oleksandr, I’m a Senior UX/UI Designer at Ubisoft. At Games Gathering Kyiv ’24, I gave a presentation titled “Layers of Player Experience. Why is everyone on the team a UXer”. This article is a supplement and an alternative form of that presentation.Tutorials Menu in The Last of Us Part IITo have an experience, we first need a user (player). As a result, users interact with the product and gain that experience.A game is a tool — a generator of experiences, emotions, and memorie