To guarantee an effective study with users under 18-years old, recruit extra participants, design a child-friendly lab, prepare a plethora of age-appropriate tasks, and avoid being too authoritative.
Journey maps are useful for building common ground in an organization, but practitioners often have questions and misunderstandings about their scope and how to create them.
Teens are (over)confident in their web abilities, but they perform worse than adults. Lower reading levels, impatience, and undeveloped research skills reduce teens’ task success and require simple, relatable sites.
Tooltips are user-triggered messages that provide additional information about a page element or feature. Although tooltips aren’t new to the web, they are often incorrectly implemented.
Gamification is the usage of game mechanics in nongame contexts, such as mainstream UX design. The most successful implementations of gamification begin with a learner-centered mindset.
Provide value to users before asking them to receive your app’s notifications; tell them what the notifications will be about. Don’t send notifications in bursts; make it easy to turn them off.
Microinteractions convey system status, support error prevention, and communicate brand. They are initiated by a trigger, are single-purpose, and can make the experience engaging.