The diffusion of innovations is a complex process; design teams can use their knowledge of the theory to create a road map for how they will address critical factors in the design and marketing of their product. In this second part, Victor Yocco presents the five characteristics of an innovation that determine its use. According to the diffusion of innovations theory, how well an innovation addresses these characteristics will determine people’s long-term adoption of an innovation. Design teams can address many components of these characteristics.
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Producing creative, fresh projects is the key to standing out. Unique side projects are the best place to innovate, but balancing commercially and creatively lucrative work is tricky. In this article, Danny Bluestone will look at how to make side projects work and why they’re worthwhile, drawing on lessons learned from our development of the UX Companion app. Many of the tips covered in this article share some common ground — if you manage your side projects with as much professionalism as you manage client projects, then you’re likely to succeed. Achieving the perfect balance with client work isn’t easy, but we’re confident that following these lessons will be great for your next project, and hopefully they’ll help you on your way.
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Users don’t automatically or simultaneously accept even the best ideas and most useful technologies. Acceptance and adoption happens in stages, and in order to stick, it has to happen the right way. In this two-part series of articles, Victor Yocco will explore the application of the diffusion of innovations to digital design and will provide examples of how design teams can account for these principles. In this part, he will give a basic overview of the theory and then discuss two main components of the theory: the different types of adopters, and the key steps in the process of adoption.
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Today, Brian Casel is proud to own and operate a business that does not revolve around billing for time. Instead of writing proposals and taking on client work to pay the bills, he’s building an asset that grows in value year after year. In this article, Brian will share five key lessons he learned from making this transition. He’ll share the story of how he iterated and improved the business because of them. His goal here is to show you that you can still find success by doing a lot of things wrong. That’s how you level up from freelancing to owning a thriving, growing business.
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Storytelling is not just a tool to engage users. It is also a powerful way to teach organizations more about their customers. Most organizations are reasonably good at gathering data on their users. But data often fails to communicate the frustrations and experiences of customers. A story can do that, and one of the best storytelling tools in business is the customer journey map. Think of the customer journey map as a poster pinned to the office wall. At a glance, people should be able to see the key touchpoints that a user passes through. It should remind them that the customer’s needs must always be at the forefront of their thinking.
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Web designers usually lose money on a project as a result of the client endlessly iterating on the design. After a few bad experiences, we avoid consulting with them. Unfortunately, this often makes interaction with the client even worse, so they interfere even more, creating a vicious cycle. But there is a way that enables you to produce outstanding design and maintain your profit margin! The answer lies in involving the client in the process, rather than excluding them. It involves collaborating with the client to produce a design. In this article, Paul Boag will show you how.
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Developer’s involvement in the design process seems to be addressed very little. This is a shame, because developers have a huge amount to add to discussions about design. The truth is that many designers have a somewhat elitist attitude towards design. They believe that only they can come up with good design ideas. Everybody has the ability to make good design suggestions. Admittedly, a trained designer will probably be more effective at finding design solutions. But that does not mean others should not contribute. As designers, we need to swallow our pride and accept contributions from everybody!
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Sometimes, despite your careful planning and best efforts, a project will fail. And preparing to deal with failure is as important as planning for success. The important thing to do when a project goes bad is learn from it. Once the dust has settled, sit down with your team and take an honest look at what went wrong. Own up to your own failings, and do what you can to make sure they do not arise again. Articles and tips on how to kick off a project right and build a long-term client relationship are helpful in this industry, but if you only focus on what to do when things go right, then you will be ill-prepared for when things get so off track that you are unable to complete a project.
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An abandonment means that a customer has visited a website, browsed around, added one or more products to their cart and then left without completing their purchase. Reducing the number of abandoned carts would lead to higher store revenue. The question then becomes how can we, as designers and developers, help convert “warm leads” into paying customers for our clients? Designers and developers are in a powerful position to help their clients increase their revenue, and being armed with tactics such as the ones outlined in this article will hopefully enable them to offer a wider range of services.
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Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades? Not being able to “show” the interactions and animations that bring our designs to life is one of the common struggles plaguing our industry. Exacerbating the urgency of this challenge is the simple fact that we now design for screens that can be tapped, pinched, swiped, zoomed, and more.
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