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💥Design Brief #90: Eyebrow Headlines, Importance of User Research, Meeting Design, Advantages of Small Teams, Interfaces for Boring Apps, UX Strategy and Anchoring

Welcome to the 90th edition of Design Brief – our weekly selection of news and tips from the design world.

How You Can Aid User Scanning with Eyebrow Headlines

An eye-tracking study found that most users don’t read entire headlines. Instead, they scan the left sides of headlines and only read the first few words. That’s why it’s crucial to make your headlines scannable before users read them. Eyebrow headlines are a technique that can help you achieve this. How? Read more


Your Team Needs to Make User Research a Habit

Qualitative research – just plain talking to customers and potential customers in a structured way – may be the most important thing an early- or mid-stage company can do to influence its success. Still, surprisingly few companies conduct qualitative user research. Here’s what you might lose by following in their steps. Read more


Meeting Design

What’s the connection between human memory and planning meetings? Actually, they have a lot in common. Understanding where memories are formed in your team, and how to form them more clearly, is essential if you want the participants to remember the information. Learn about how the brain and working memory operate and how you can leverage this information to design more effective meetings. Read more


Why Small Teams Win

Great products are made by people who care. As teams grow in size, ownership, responsibilities, and individual impact become abstract and blurred. This is one of the main challenges large teams face today. Here is why small teams are outperforming larger teams and how large teams can tackle this challenge. Read more


How To Design Emotional Interfaces For Boring Apps

Humans can’t endure boredom for a long time, which is why products that are built for non-exciting, repetitive tasks so often get abandoned. Boredom usually results from lack of stimulation. So what if we used the interface to give users that stimulation through humor, movement, unique art, elements of game, and relatable characters? Read more


Designing For Accessibility And Inclusion

To design for accessibility means to be inclusive to the needs of your users. This includes your target users, users outside of your target demographic, users with disabilities, and even users from different cultures and countries. Understanding these needs is the key to crafting better and more accessible experiences. How can we ensure that they are met in our design? Read more


Start Your Designs with a Concept

The best designers always start projects with a concept. Defining the concept upfront can help shape everything that follows: the interactions, the relationship between elements, the tone of voice and copy, the transitions, the animations, etc. Once you have a strong concept, all these aspects start to align. Here is what you should know about defining the concept for your design. Read more


The Value of UX Strategy

There’s a lot more to design than just the user interface, and UX isn’t just about pushing pixels. Defining a UX strategy can help you better understand why something in your product fails and successfully find a solution to fix it. These UX strategy design insights will help you make business decisions and shape the future of your projects. Read more


Pitfalls of Card UIs

It’s great to learn from your mistakes. But it’s even better to learn from the mistakes of others. Here are some useful insights on designing card UIs from Paravel. They have encountered many challenges while building card UIs over the years and now they want to share the lessons they learned with other designers. Read more


The Psychology of Price in UX

As humans, we tend to rely heavily on one piece of information when we make decisions. We often anchor on the first piece of information we are introduced to and judge all subsequently received information in relation to it. Designers can leverage this pattern by creating a reference point by which we, as designers, want all other information to be judged and compared to. This persuasive practice is called anchoring. Read more

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