Tamagotchi Gestures and UX Design

May, 24 2017 | UX, UI

Maybe you remember the small, keychain virtual pet called a Tamagotchi, the hugely popular and must-have toy of the late 1990s and early 2000s. Tamagotchis were  essentially small egg-shaped computer with an interface usually consisting of three buttons, and inside this small device lived a little creature that you would care for from it’s birth to its death. Tamagotchis ultimately required a great deal of attention in order to prosper, they must be fed, cared for, entertained, and even taken to the restroom. If you did not care for your Tamagotchi well enough, you were greeted with an untimely death. If you took really good care of your Tamagotchi, you were rewarded with being able to watch them provide offspring or grow to old age. By 2010, there were over 76 million Tamagotchis sold worldwide.

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What Does Responsive and Adaptive Design Mean?

Times have changed in the world of UX since I first started in this industry. I designed and developed websites for only desktop views, and there was a standard content container size at that time. As a result, designing was much easier. If I placed a button on the screen it would stay that way on all devices, I didn’t have to worry about it moving. The only time I had to account for multiple scenarios was when it depended on the user’s internet browser. This all changed when Apple released the iPhone. We were all forced to break out of our rigid thinking in regards to designing and developing web pages. Now we had to design pages in a way that could respond, transform and adapt, seamlessly to any device.

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Four Key UX Best Practices for Chatbots

May, 16 2017 | Usability Testing, Chatbots

What are chatbots?

Chatbots are AI-controlled assistants that work through conversation in a typical chat flow that users have become accustomed to. Some work through existing chat applications like Facebook Messenger, while others are standalone apps for your mobile device. Chatbots work in a conversational manner, but often include programmed response suggestions for the user to remove the possibility of misinterpreting information. I dove headfirst into some of the current chatbot apps and tested out some of their features to find examples of good user experience principles and came up with these four key UX best practices for utilizing Chatbots.

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When Should You Use Clickable Prototypes?

Maybe your client needs to sell a proof of concept to their executive team or they are not sure if they have the correct amount of steps in the application they are wireframing.  An easy and viable UX solution for these kinds of problems is Clickable Prototypes.

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Amazon Echo and the Key Lime Miami Office

May, 05 2017 | Usability Testing

A couple of weeks ago, we welcomed a new member into our Miami office here at KLI, LLC. Her name is Alexa and she is an Amazon Echo. Alexa arrived at us in her neat, Amazon prime box and we were all dying to get her up and talking.

In the box came, Alexa and her cord. That was it. Once Alexa was unboxed, all we had to do was plug her in, download the mobile Alexa app to one of our smartphones and she instantly began talking. What could be a more user-friendly start-up?

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Strategies for Usability Testing with VR

May, 02 2017 | VR

Interview by Samantha Silver of Rick Damaso, the Lead Researcher & Strategist for Key Lime Interactive.

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What's The Difference Between VR, AR and MR?

April, 26 2017 | VR

Maybe you saw all the people wandering around glued to their smartphones when Niantic’s Pokémon Go launched in July of last year; or maybe you idly followed the release of Facebook’s Oculus Rift virtual reality headset. Every year for the last few years, technology evangelists have claimed that “this year” is the year that virtual reality is finally going to take off. What’s the truth behind the hype, and what do you need to know?

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Setting up a VR-UX Testing Lab

April, 24 2017 | VR

Several decades ago there was the infamous “Internet boom” and now it seems we are going into the “Virtual Reality boom”. While in the beginning its uses were initially focused on gaming, VR is becoming an increasingly bigger market and it now has applications in social networking, science, and research. UX Research specifically has a lot to gain from incorporating VR into its practices. Using VR within a research setting allows the researchers to be able to put participants in a virtual space where they can be exposed to essentially anything goes beyond current limitations while keeping their participant in a safe and observable environment. This opens the doors of research to be able to accomplish a wide variety things that previously were only investigated by having participants fill out questionnaires. Now we can put participants in a virtual environment and obtain data that is as close to real world as ever before, allowing for much more in-depth collection of data.

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What is Datafication?

April, 21 2017 | Datafication

Datafication – Turning big data into business solutions

Datafication refers to the collective tools, technologies, and processes used to transform an organization into a data-driven enterprise. After converting processes to data, they can be tracked, monitored, and optimized. Even if data isn’t used, businesses can still acquire large amounts of data, store it, and then decide later on how they will utilize it. [Read More]

Three Superpowers that Make Up a Great Ethnographic Researcher

April, 19 2017 | Ethnography

Trifecta of UXR super powers needed to excel in Ethnographic Research.  

 

In this day and age, User Experience Researchers (UXRs) are expected to deliver actionable insights that can meet the demands of teams in agile environments. This means less time spent “in the field” collecting data and more “bite-sized takeaways” that can be quickly disseminated among cross-functional teams. These forces are juxtaposed to traditional ethnographic/exploratory research which can be incredibly valuable when done properly. Considering the financial and human capital investment of conducting in-country or observational research, UXRs and stakeholders have been forced to think critically about how they maximize their ROI (return on investment) on research.

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