AI holiday ads lack authenticity and emotional resonance, highlighting the need for human judgment and attention to users’ needs in UX and creative work.
K-pop’s private messaging apps’ psychological and emotional UX tactics are building an unprecedented digital communication experience between fans and artists.
Users rely on social media to find out about new products or companies, conduct research, engage with content, make purchases, and seek customer support.
People increasingly discover critical information online without actively searching for it, but such information has poor context and may have credibility issues.
Social media use has altered how Millennials think about friendships and relationships. This impact stands as a valuable reminder of the consequences of UX-design decisions.
User research finds that tightly integrated services with simple and unified design make people use WeChat; mainly through traditional GUI interactions, not a “conversational UI.”
Promote employee contributions by setting examples, creating enticing topics of conversation, keeping a light tone of voice, and providing positive feedback.
Employee collaboration and open communication are now business drivers in many companies, but social enterprise features are often poorly integrated with the rest of the intranet.
Usability studies of corporate content distributed through Twitter, Facebook, MySpace, and LinkedIn: users like the simplicity of messages that pass into oblivion over time, but were frequently frustrated by unscannable writing, overly frequent postings, and their inability to locate companies on social networks.
Hosting a company's content and services on 3rd-party social networking sites involves both tactical risks (lower usability) and strategic risks (less user loyalty).
To demonstrate world-class expertise, avoid quickly written, shallow postings. Instead, invest your time in thorough, value-added content that attracts paying customers.
In most online communities, 90% of users are lurkers who never contribute, 9% of users contribute a little, and 1% of users account for almost all the action.
The Web is not a community: a huge impersonal city is a better metaphor. User-generated content (UGC) can be valuable (if edited), but chat rooms should be avoided because of participation inequality.