Uday Gajendar

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[2] We don’t actually design experiences. We design only the contexts, interfaces and artifacts that might lead to a positive experience. Experiences are deeply personal and self-generated, per the individual’s own will and attitude. Designers are merely the arbiters of a potentially good user experience. Why have a framework for understanding beauty? Isn’t(More)
This paper presents an approach taken by Citrix to shape a balanced, shared product design effort with engineering. Key points include the rise of hybrid designers skilled in software programming, the use of standard UI components, and collaborative standards council activities. Action items are also noted for interested readers trying to build their own(More)
The globalization of Oracle's development organization, customer base, and product lines has had an ongoing impact on the evolution of the Oracle UI Group (OUI). It has changed not only the product and user requirements to be met via the UCD process but also the nature of that process. This overview describes some of the internal and external challenges(More)
algorithms. Whew! This all resonates with a “next generation” of abilities and values, yet the issue persists of how to guide and ultimately bridge people over to this Brave New World. What’s a designer to do? Let’s break this down, as there are a variety of issues at the heart of Transitional UX: • Fundamentally it’s about change management: how to offer(More)
Getting to the Sweet Spot I wonder how many UCD professionals have seen the diagram here by Charles Eames, the legendary designer: This classic diagram, originally done for a 1969 Parisian design exhibition entitled “What is Design,” shows a designer’s chief concerns, in Eames’s view. These range from the user, to the client, to the designer and his or her(More)
Recently, the user experience blogosphere was ablaze in controversy over the value of data-driven methods in making design decisions. Not an entirely new topic, but it came up again with the sudden departure of Google’s first visual design lead, Douglas Bowman. He wrote a brief yet critical summary of his rationale for leaving, citing the paralyzing forces(More)
Human-computer interaction, as implied in the phrasing, involves approaches for exploring, enabling, or optimizing the relationship between people and computational systems. There is a negotiation of intent between users and systems via discrete combinations of controls with fairly constrained yet recognizable behaviors: buttons, tabs, switches, dials, text(More)
“prioritize a request.” Is it a P1or an S3? Who knows? Until then, a particular matter of flawed design (badly placed controls, illogical labels, confusing flows) doesn’t exist! That’s silly. How can this system enable collegial, even salon-style debates on the assumptions or forecasts about a feature or its ability to support a persona’s lifestyle or(More)
appropriate, given the physical or cognitive context, such as social, audio, or lighting cues of the surroundings. There needs to be a kind of “smart ghost” that pervades the system as it extends across devices and platforms, via the APIs and protocols and handshakes, to serve as a connective intelligence to enhance continuity and support the perception of(More)
the journey? I see it as a composition of core elements that define a “trust fabric” woven into the work of practicing interaction design with our cross-functional peers. Let me explain further... Mindset as the foundation of a good process. There are some excellent habits of mind for a successful journey through a design process. All are grounded in a(More)