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Product Design and UX for Medical

We design healthcare UX for doctors and professional care givers. But these solutions are often purchased by administrators trying to solve a problem facing the organization. So we have to address the needs of both - administration and care givers. 

Some times in this process, the needs of care givers can take a back seat to the needs of the administrative, simply because those needs are well documented and often highly complex. 

But we have to remember that doctors and nurses are on the floor, they make the final call in care, and also have to decide when and where to use your product - or not at all. We have to remember that’s because it’s the doctor’s license and the nurse’s job on the line with every decision. 

Hospitals and administrators maintain tons of risk and responsibility as well. But often in the application of different care scenarios, that’s where problems with products and systems arise. Some times the problems are documented so the issue can be resolved. More often work arounds are creatively invented, because care goes on… 

So when designing products for doctors, nurses and health care providers I try to keep all client stake holders concerns top of mind. Because if we don’t get it right, it ultimately affects the health of the patient. 

Click the link below for a great article on good practices to keep in mind when designing products for the practitioners AND the administrators.


Punching the Clock Affects Creative Momentum that Leads to Conviction. 

Anyone who works in the UX and creative industry understands, designers have “ideas” during the “day” and often realize them to their ultimate and obvious conclusion - the trash heap or the hero - into after hours. Though we might prefer to imagine otherwise and tell ourselves we can “have a life” in the early problem solving phase …but when in the deepest stretches of problem solving, punching the clock on time could kill your momentum.

Finding great solutions requires research and experimentation in order to demonstrate or disprove value. Ideas in development can lead to better ideas that then end up being the right solution. Exploration is like writing a book, and each exploration a chapter. Leaving a chapter incomplete just because the bell rings not might make the most sense.

The exploratory research aspect of design is often an incredibly mundane and rather monotonous experience. It also requires deep immersion into problems nobody else is aware of or even understands. So when designers get stuck, there are not many places to turn. So you have to research some more until you are confident in your solutions.

Great article on the subject / enjoy :)


Designing Perfect Text Field: Clarity, Accessibility and User Effort — UX Planet

John Saito just made a great case for using the right Capitalization of characters in your UI. I’ve been doing a lot of cross platform UX design lately and I’ve begun to appreciate the advantages of Google’s approach to ALWAYS using sentence style text. I’m a fan. Enjoy the story: 


Hand-drawn Inspiration Making Your Own Calendar

Calendars are some times necessary as a part of UX. How they work with a product can be a challenge, and everyone uses them differently. Usually it’s best to be as simple, and as custom as possible to suit the needs of the product. Like any feature, even calendars, sketching helps define how to solve this problem. But I never really thought about drawing my own calendar on paper as a UX experiment. 

Rather than use a digital calendar system, or even a printed calendar, Craig Mod did just that. Craig drew his own monthly calendar to help him to address things in his life that he wanted to track better, enhance and make more productive. 

Like any kind of problem, defining it, writing and drawing it, then focusing on it over time can yield better results, or at least some new and useful insights. 

Check out what Craig Mod learned from drawing his own calendar: https://goo.gl/Y822GU

The Critical Benefits Of Using Code to Design — Design, Code and Prototyping

Welcome Onboard!

Onboarding needs to be a simple and welcoming experience. It’s different for B2B vs B2C, yet both need to accomplish a similar goal: get users onboard with as little friction as possible. Great article on the topic from InVision, check it out.


The end of app stores? Yep

Understanding Product Design | Easy User Experience

Help! Need feedback. Self-driving car UX problem. Roller Coaster Drive Mode?

Which of the following drive modes should be made available in self driving cars? 1) Grandma, 2) ECO, 3) Standard, 4) Sport, Getaway, 5) Dukes of Hazard, 6) Rollercoaster - Car on rails?!

Micro Animation in UX Design. 

Here is a great article on the subject. Check it out! 

One of my favorite quotes: “You must remove frustration before attempting delight”


Planning to Design for AndroidTV? 

Entertainment needs to chase us as we move about our lives more than ever. That means the experience on our mobile devices needs to sync with our living rooms, computers, pads and other devices. As Experience designers we need make what we can as seamless as possible. There are already similar approaches to the navigation on AppleTV and Android devices. I’ve already mentioned AppleTV UX/UI design. If you are interested in making Android more seamless, check out this article as well. 


Wha???! Don’t Disrupt. Invent Within UX Patterns.

Ever use an app or website, and suddenly feel like you are not sure what you are supposed to do? Can’t find the menu, the filtering is on the left when before it was on top, can’t sort, no more back button, can’t find the sub mens, Whaaaa??!! Maybe the pattern changed and nobody told you. It’s not your fault! The pattern should have been consistent from start to finish. 

If you are a UX designer, don’t “Disrupt” the pattern. Use it to keep your users feeling “smart” as they navigate your incredibly “simple” app or website. 

Oh, by the way, here is an interesting article on UX Patterns: http://goo.gl/cehPpp

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Text Line Texture by Thomas Hallgren

I <3 design and illustrated children’s books. So I found a way to bring my two passions together - into the first of it’s kind, children’s book for designers, titled Text Line Texture, it’s quite a journey. Read it to your little ones. An introduciton to Text-only books.
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When confronted out of the blue by a thin red Line, our main character, Text, sets out on a fun path of self discovery. A path that leads to a new friendship along the way. For parents who love to read to their children, Text Line Texture is the perfect introduction into the world of text-only books. Children’s Book. Age range: 4-10.