UX design
Designs what it is like to use a digital product, so it is useful, easy to understand, and pleasant.
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The disciplines of design, how it is practiced and the knowledge it builds on, with their original sources.
What each discipline designs and the ideas each one has created.
Designs what it is like to use a digital product, so it is useful, easy to understand, and pleasant.
Researches with people to understand their reality before designing, and makes sense of what it finds.
Designs the complete experience of a service: what the person sees and what makes it possible.
Designs how a product responds to what the person does: actions, feedback and behavior.
Uses design to make possible futures tangible and debate which one we want.
Designs with the environmental and social impact of what is produced in mind, from start to finish.
Arranges images, type and space to communicate a message to a specific audience.
Designs what the person sees and touches on a screen: controls, text, hierarchy and states.
Designs what it is like to use a digital product, so it is useful, easy to understand, and pleasant.
Designs how a product responds to what the person does: actions, feedback and behavior.
Designs what the person sees and touches on a screen: controls, text, hierarchy and states.
Designs so that as many people as possible can use something, starting from those left out.
Designs whole digital products and decides with product and engineering what to build and how to measure it.
Designs with computational processes: rules, data and simulations that generate and evaluate forms.
Designs how we use, understand and correct products powered by artificial intelligence.
Designs conversations with systems, such as voice assistants and chatbots, so they feel natural.
Researches with people to understand their reality before designing, and makes sense of what it finds.
Organizes and presents information so it is understood and used well: charts, signs, instructions.
Decides what content people need and in what form, based on what they need to do.
Arranges images, type and space to communicate a message to a specific audience.
Designs how what we see on screen moves: titles, brands, audiovisual pieces and interfaces.
Designs how an organization or a product is recognized and remembered.
Designs books, magazines and newspapers, in print and on screen, so they read well.
Designs the graphic communication of a place: signs, lettering, graphics and themed décor.
Creates images that inform, explain, tell stories or persuade.
Designs a product’s packaging, which protects it, makes it stand out in the store and is used at home.
Designs the complete experience of a service: what the person sees and what makes it possible.
Designs mass-produced objects: how they work, how they are used and how they look.
Designs what a person goes through and remembers when using something, starting with the reason to use it.
Designs garments and accessories: from fabric and shape to the collection that reaches people.
Designs how people experience and move through a space, indoors or outdoors.
Designs interior spaces so they work, are pleasant to live in and convey what they should.
Designs the rules and challenges of a game so that playing it creates the intended experience.
Tells a story in space with objects, texts, images and a path through them.
Designs with the environmental and social impact of what is produced in mind, from start to finish.
Uses design to help an organization decide where to go and how to adapt.
Organizes design within a company: teams, processes, budget and its link to strategy.
Designs products, services and policies based on how we actually behave.
Brings together systems thinking and design to intervene in complex social problems.
Applies design to how an organization creates value, delivers it and makes money from it.
Applies design to creating and improving public policy, based on citizens' experience.
Uses design to address social needs and support community-led innovation.
Uses design to make possible futures tangible and debate which one we want.
Designs to drive long-term societal change toward more sustainable futures.
Applies the design of products, services, spaces and communication to caring for health.
Designs activities, materials and environments so that people learn.
Applies human-centered design to law, so that contracts and legal procedures can be understood.
Brings food and design together: what we eat, how it is served and how we experience eating.
How design is done: approaches, processes, methods and artifacts shared by several disciplines.
Designing from the needs, context and participation of the people who will use something.
Tackling open problems the way design does: understanding people, ideating and prototyping.
Open up and narrow down twice: first to find the right problem, then the solution.
A long, open conversation with one person to understand their experiences and motives.
A map of the service that shows both what the person experiences and what makes it possible.
Designing systems around the tasks and abilities of the people who use them, testing early and often.
Observing and asking people questions while they do their work, in their own setting.
Five days to go from an important problem to a prototype tested with real customers.
Designing from the needs, context and participation of the people who will use something.
Tackling open problems the way design does: understanding people, ideating and prototyping.
Designing systems around the tasks and abilities of the people who use them, testing early and often.
Designing with the people affected as full partners, not just as informants.
Designing together with the people who will live with the result, with tools so they can create too.
Researching by designing: prototypes are used to generate knowledge, not just products.
Understanding what progress a person seeks in a situation and what they “hire” a product for.
Open up and narrow down twice: first to find the right problem, then the solution.
Five days to go from an important problem to a prototype tested with real customers.
A complete process that goes from observing people at work to designing and testing the product.
A long, open conversation with one person to understand their experiences and motives.
Observing and asking people questions while they do their work, in their own setting.
Spending time in people’s world to understand their daily life and culture from the inside.
Accompany someone as they do something in their own setting, like shopping, and ask questions along the way.
A moderated conversation with a small group to learn their opinions and how they influence each other.
A map of the service that shows both what the person experiences and what makes it possible.
The set of shared components, rules, and criteria a team uses to build its interfaces.
How a screen will look, with real colors, type, images and text, but without interaction.
A tree-shaped map that links the outcome you want with people’s needs, ideas and tests.
What design takes from other fields of knowledge: their theories and concepts.
Studies how we really decide, with biases and shortcuts, rather than as the rational model predicts.
Studies how we perceive, pay attention, remember, reason and decide.
Studies how we use computers and how to design them to fit our abilities.
Explores possible and desirable futures to decide better today, without claiming to predict.
Studies what makes services distinctive and how they are managed and delivered.
Studies how people live, think and organize themselves within their culture.
Studies how people fit with what they use: the body, the mind and how work is organized.
Studies design itself: what it is, how designers think and what kind of knowledge they produce.