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Creativity Must Guide the Data-Driven Design Process

Boxes and Arrows

Collecting data about design is easy in the digital world. And, as of late, data-driven design has become increasingly popular. As a designer, you no longer need to convince your clients of your design’s “elegance,” “simplicity,” or “beauty.” Those bad numbers? But what if it’s not because of the design?

Data 101
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Four Key Principles of Mobile User Experience Design

Boxes and Arrows

Prior to becoming a senior UX designer at Popular Front Interactive, I spent two years as a mobile UX researcher within the Georgia Institute of Technology’s Mobile Technologies Group – a lab tasked with both future-casting and then rapidly prototyping innovative mobile experiences. This is understandable.

Design 95
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How to Influence People and Drive Change

Leapfrogging

Whether you are trying to drive engagement within your team, make a business case to your boss, or sell a product or service to a customer, the methods that you use to influence decision makers should be tailored to the situation and the individual you are speaking with. By UpBOARD. Still want to learn more?

Change 100
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Toxic Competition in the Workplace

CMOE

However, when competition crosses the line from healthy motivation to toxic action, it can harm workplace culture and team well-being. This understanding empowers leaders to spot early signs of toxic competition and cultivate a culture that drives growth without compromising team cohesion. What Is Toxic Competition in the Workplace?

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Are you having fun riding the innovation waves?

Paul Hobcraft

This certainly involves investing a lot into getting a certain clarity and perspective, through researching constantly, finding fresh insights, sifting through comparisons, discussing and exploring them, so as to eventually determine the value to specific challenging environments and different organisational maturity levels.

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Some students succeed at the expense of others. It doesn’t have to be that way.

Christensen Institute

That mindset creates winners and losers among students before they turn 18, and it causes society to miss out on unique talent that could have been developed. Yet the class continues to progress, and students develop holes in their learning. Mastery-based learning systematically embeds perseverance into its design.

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Building the UX Dreamteam - Part 2

Boxes and Arrows

As we discussed in “part one&# :[link] the skills in research, information architecture, interaction design, graphic design and writing define the recognized areas of User Experience design. However, there still remains much to discuss about what makes a UX team dreamy. Did they voluntarily leave the last job?