This is UX
Most people think UX lives inside apps and screens. But a simple shopping cart shows us that UX is everywhere. Good UX quietly removes friction and makes everyday tasks easier, faster, and more natural.
Most people think UX lives inside apps and screens. But a simple shopping cart shows us that UX is everywhere. Good UX quietly removes friction and makes everyday tasks easier, faster, and more natural.
What can a broken 90s game cartridge teach us about UX? More than you might think. The simple “take it out, blow, put it back, try again” ritual is a surprisingly good lesson in designing for error recovery.
Good UX doesn’t make users ask, “What am I supposed to do?” It makes them think, “Oh. I know what to do next.”
Leadership changes. Teams change. Designers change. But users shouldn’t have to start over every time the people behind a product change.
A ridiculous “I GOT FIRED” button offers a surprisingly useful UX lesson: users shouldn’t have to decode what an interface means.
A beautiful UI can still be confusing when everything competes for attention. Visual hierarchy helps users understand what to notice first, what comes next, and what can wait.
Tim Cook has stepped down as Apple CEO after 15 years, with John Ternus taking over as CEO while Cook becomes Executive Chairman.
Mobile UX isn’t desktop UX squeezed into a smaller screen. This checklist covers 30+ practical checks across touch, layout, navigation, forms, performance, feedback, accessibility, and real-world context—plus a simple 10-second test to run before you ship
Your UX portfolio doesn’t need more screens. It needs more thinking. A strong case study should tell the story from context and problem to research, insights, decisions, design, testing, outcome, and learning. Your screens are the evidence; your thinking is the story.
UX interviews aren’t about delivering perfect answers. They’re about showing your thinking, decisions, collaboration, and ability to learn.
UX doesn’t always need an app, a screen, or a Figma file. A simple door can teach us about affordances: a flat plate suggests push, while a handle suggests pull. When the design communicates the action clearly, no tutorial is required.
Personalization works best when it feels like a sibling who knows you — not a stranger who thinks they do.