The Developer’s Guide to Sketch

After several instances of developers ooh-ing and ahh-ing while they watch me quickly navigate and edit in Sketch, I’ve decided it’s time for a developer’s guide to Sketch. This guide will start with the basics and then jump into some very handy tips and tricks, equipping you with the knowledge you’ll need to quickly and painlessly dissect your designer’s files.
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How to Make a Customer Journey Map for Experience Design

At some point in every project, we are asked, “How does this product/service create value for our customers?” or better yet, “How might we create value for our customers?” Customer Journey Maps are well suited to answer these questions. Read more on How to Make a Customer Journey Map for Experience Design…

Using Game Titles to Estimate Testing Scope

At Atomic, we have multiple projects happening at once, with team sizes ranging from a solo maker to teams of six and up. The teams are also working on different technologies (web, mobile, IOT devices) with different project risks—it might be a quick and dirty MVP, an app for a high-profile event used by tens of thousands, or a complete rewrite of a legacy system.

When projects differ so much in size and scope, how can I estimate the way I help out with my testing expertise and experience? I sat down with one of the managing partners at Atomic to analyze past projects. Our goal was to detect any patterns and figure out how we could use the data to help teams estimate how much time to schedule for me.
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A Tale of Two Approaches to Innovation – IxD vs. Proto/Test

“So you can’t go out and ask people, you know, ‘What’s the next big thing?’ There’s a great quote by Henry Ford, right? He said, ‘If I’d have asked my customers what they wanted, they would have told me ‘A faster horse.’” – Steve Jobs, 2008

This quote from Steve Jobs was very much on my mind this summer when Alan Cooper sent out a series of tweets about differences between interaction design (IxD) and the prototype/test/learn (proto/test) approach to product development.
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Toggling Switches when the Server Says “No”

We had an interesting user experience challenge on a recent project. When the system was in a particular state, the user was allowed to toggle a switch. The system would immediately acknowledge the toggle and, since it was on a local network, do so faster than the user could perceive.

Our problem was that sometimes, in situations our application couldn’t track because we didn’t have the necessary information, the server was responding negatively to the toggle. Our challenge: how to communicate that yes, we got your click, but we can’t actually toggle the underlying item right now.
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Design Thinking and Atomic Project Leadership

IDEO sees design thinking as three lenses through which we can view design: desirability (human), viability (business), and feasibility (technical). Atomic’s project leadership roles (Design, Delivery, Development) share a significant alignment with these dimensions. That alignment strengthens our long-held belief that everyone on the team has a place in the design conversation.
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Design Thinking Toolkit, Activity 4 – Start Your Day

Welcome to our series on Design Thinking methods and activities. You’ll find a full list of posts in this series at the end of the page.

Start Your Day is one of the most beloved and consistently used exercises at Atomic. I’m also a touch biased because I love this activity and, to date, so has every team I’ve worked with.

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