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Cracking the complexity code

Paul Hobcraft

There was a good article within the McKinsey Quarterly published way back in 2007 entitled “Cracking the complexity code,” written by three authors Suzanne Heywood, Jessica Spungin, and David Turnbull. They suggest organizations need to decide on where to hold complexity within any design and build the right capabilities where they matter.

System 227
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What is Discontinuous Innovation? Definition, Examples and Management

eZassi

In this article we delve into examples of Discontinuous Innovation, discussing some examples and best practices for its management. Moving from the DVD-by-mail service to streaming in 2007 marked a pivotal moment in the streaming giant’s history. Definition, Examples and Management appeared first on Ezassi.

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Cognitive Dissonance: Why it is so hard to accept two contradictory thoughts

Idea to Value

Dieting: An individual may value health and weight management but finds themselves eating a high-calorie dessert. How it feels to have cognitive dissonance Cognitive dissonance does not feel good.

Study 178
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Eleven Reasons for the UK’s Poor Productivity

Destination Innovation

According to the Office for National Statistics (ONS) UK productivity has fallen to levels it held in 2007. Who is going to design and program the robots? Managers and staff are often risk averse and reluctant to change. Poor management. We have critical skill shortages in engineering, software, data analysis and IT.

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Emotional Design with A.C.T. - Part 1

Boxes and Arrows

As UX professionals, we strive to design engaging experiences. Whether you’re designing a website or a physical product, the formation of a relationship depends on how useful, usable and pleasurable the experience is. Then, we’ll dive deeper to explore how design elicits and communicates emotion and personality to users.

Design 101
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Design for Emotion and Flow

Boxes and Arrows

Information architects and designers play a critical role in ensuring the products they design provide users’ with a return on their investment of attention. Information should be broken down into manageable “chunks&# that don’t overwhelm users cognitive faculties. finding information about a product).

Design 95
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Emotional Design with A.C.T. – Part 2

Boxes and Arrows

model, a user-friendly take on using existing frameworks for designing emotional experiences. Designing relationships. Design goals, types of reactions & triune brain. At this point, you may be wondering how all of this relates to designing emotional experiences that encourage relationships. Design Goals.

Design 95