Thinking

Watching for new behaviours and sharing what we learn

We focus on people. Digital tools are changing the way we think and make choices. Understanding this change is the key to making better business and design decisions. We write and share something pretty much every day.

      UK UXPA annual pub quiz

      By Foolproof 12 Sep 2012

      The UXPA annual pub quiz highlighted just how broad the UX skillset really is. It was hard to create a please-all user experience quiz so instead we opted for questions to test the audiences’ skills, knowledge and basic intuition, as well as a bit of pot luck and folly.

      Tags:

      Farewell to Bill Moggridge

      By Meriel Lenfestey 11 Sep 2012

      Bill Moggridge had a design philosophy and process that was strongly collaborative and human centred. He coined the term ‘Interaction Design’ and was an inspiration to several generations of ‘computer related designers’, ‘interaction designers’, ‘service designers’ and now ‘experience designers’.

      Tags:

      London 2012 and the digital legacy

      By Peter Ballard 09 Sep 2012

      London 2012 provided a range of mobile and tablet apps to support our desire to keep up to date with the sporting action on the move and ‘never miss a moment’. Videos could be viewed on PC, tablet and mobile devices setting new standards for the live streaming of sporting events, proving that a UX vision can inspire a team to do great things.

      Tags: Technology, UX design & practice

      The brave new world of Windows 8

      By Elaine McVicar 06 Sep 2012

      Microsoft have completely rethought the windows 8 operating system, creating new design principles to help designers create apps with consistent style and functionality. A Creative Technologist at Microsoft ran through design principles and allowed designers to try them out first-hand.

      Tags: Mobile & smart devices, Technology

      Worksheets for ideation workshops

      By Foolproof 05 Sep 2012

      When planning ideation workshops simple worksheets help focus participants attention and make it clear how they can contribute. Over the last few years the worksheets we use have converged into a simple set of four: Manifesto, Sketch, Storyboard and Concept which are included to download in this post.

      Tags: UX design & practice

      Design for Collaborative Consumption

      By Meriel Lenfestey 03 Sep 2012

      Collaborative consumption as a business model, which stems from traditional lending, borrowing and sharing practises, is disrupting and reinventing how we consume. Customer experience is particularly important in this sector as it must improve upon existing services in order to change consumer behaviour.

      Tags: Brand & marketing, UX design thinking

      Mobile and tablet specific guidelines- Part 1 Why we need them

      By Elaine McVicar 28 Aug 2012

      Mobile devices have grown exponentially along with the level of interaction and depth of engagement. Businesses are looking for ways to engage with their customers, which we believe makes using design guidelines specific to mobile and tablet important.

      Tags: Mobile & smart devices, UX design & practice

      Mobile and tablet specific guidelines - Part 2 Design considerations

      By Elaine McVicar 23 Aug 2012

      Developing mobile and tablet guidelines involves creating a balance between standard mobile design patterns, OS specific guidelines (where appropriate), alongside existing online brand guidelines. All of these together allow you to create a better user experience for customers.

      Tags: Mobile & smart devices, UX design & practice

      Profiling the perfect practitioner

      By Lauren Coleman 13 Aug 2012

      The general consensus at the UXPA event on profiling the perfect UX practitioner was that there is no such thing as a perfect consultant; UX practitioners come in all shapes and sizes.

      Tags: UX jobs & skills

      Motivated by Inspiration: Poke Presents Creative Day 2012

      By Foolproof 09 Aug 2012

      Poke Presents Creative Day 2012 began with a panel discussion, followed by an opportunity to get creative with easels, charcoal and paints. Here are the highlights

      Tags:

      Infographic- Mobile and brand perception

      By Foolproof 08 Aug 2012

      Many people still see mobile as an experimental channel. Our Going Mobile research and infographic recently published by Econsultancy illustrate the risks to brands associated with having bad mobile apps or services.

      Tags: Brand & marketing, Mobile & smart devices

      Olympic ticketing- What went wrong

      By Tom Wood 06 Aug 2012

      The discontent surrounding ticketing for London 2012 has grown throughout the lead up and booking process into the Olympic Games themselves. In this post Tom Wood examines how the story unfolded and what could have been done to improve the online ticketing process for consumers.

      Tags: Brand & marketing

      Digital Creatives at the Hot Source 7x7

      By Foolproof 02 Aug 2012

      Hot Source is a community collective of digital creative in and around Norwich. The 7x7 event was a short-form talk format with diverse subjects from Minecraft to Google author profiles.

      Tags: Foolproof news

      The UX of contactless payment systems

      By Foolproof 24 Jul 2012

      As contactless payment systems enter the mainstream, more and more event organisers are using it as an alternative to cash or card. However, communicating the product clearly, and understanding the customer’s needs are keys to its success.

      Tags: Mobile & smart devices, UX design & practice

      List recruitment: Pros and cons

      By Rhodri Coleman 19 Jul 2012

      Using a list of customers provided by the client is one approach used to recruit respondents for research. This recruitment style can be extremely effective as long as you consider a few crucial points.

      Tags: UX design & practice

      Multi-screen gaming experiences

      By Philip Morton 17 Jul 2012

      Multi-screen gaming was a major theme at E3 and it’s clear that adding a second screen or device to a digital experience opens up a multitude of new gameplay options. However, if UX pitfalls aren’t managed well, businesses won’t be able to capitalise on the potential of multiple screens.

      Tags: Games & gaming, Media

      Design principles I learnt in Tokyo

      By Foolproof 10 Jul 2012

      Visiting Tokyo to conduct user research provided a continuous source of inspiration from a user experience design perspective. The attention to design detail in the city was amazing and provided many learnings for design.

      Tags: UX design & practice, International

      NFC in the user experience - Foolproof home movies

      By Tom Wood 05 Jul 2012

      NFC is a technology that allows information to pass between a phone and a physical object by the motion of tapping. This post contains two short videos which focus on NFC and two possible uses for this emerging technology.

      Tags: Mobile & smart devices, Technology

      Foolproof arrives in NMA Top 100

      By Peter Ballard 03 Jul 2012

      Foolproof ranked number 20 in the New Media Age Top 30 Design & Build Agencies and 71 overall in their Top 100 Interactive Agencies. This marks a change in how experience design as a discipline is viewed by the digital design world.

      Tags: Foolproof news

      Contactless payment wristbands a festival hit

      By Foolproof 29 Jun 2012

      Since we first tested MasterCard® PayPass™ prepaid contactless wristbands at the Isle of Wight Festival, nearly a fifth of visitors to the 2012 event are reported to have used the technology.

      Tags: Financial services, Technology

      Advantages of in-field international research

      By Foolproof 26 Jun 2012

      The web prompts companies of all sizes to consider a wider range of international audiences. There are advantages to conducting face-to-face interviews, but don't underestimate the additional ethnographic value of being in-the-field.

      Tags: International