Read more about the article 57 • Winging It
Winging It

57 • Winging It

Winging It refers to improvising or operating without a formalized, structured plan, often creating design solutions or research approaches "on the fly". As a strategy, it is generally considered unprofessional and risky in a professional UX context, as you should always follow a defined, strategic process. As a situation, winging it is almost inevitable. UX consultants cannot control all aspects of their work and winging it is therefore a key skill in their toolbox of techniques to turn awkward situations into research gold.

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Read more about the article 56 • Vibe Coding
Vibe Coding

56 • Vibe Coding

Vibe Coding is a software development practice assisted by artificial intelligence (AI) where the developer describes the outcome through natural-language prompts, trusting that the system will figure out the rest. Instead of carefully designing solutions, you prompt, generate, test, tweak, and repeat. The software begins to take shape quickly, features appear almost instantly, and progress feels effortless. It's tempting to rely on results and follow-up prompts to guide changes whilst accepting AI-generated code without thorough review.

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Read more about the article 55 • Throwing Spaghetti at the Wall
Throwing Spaghetti at the Wall

55 • Throwing Spaghetti at the Wall

Throwing spaghetti at the wall to see what sticks is a common English idiom that refers to haphazardly testing multiple random ideas, strategies, or creative solutions to see which one yields results. In UX and product development, the pattern appears when experimentation loses its connection to a clear problem, hypothesis, or strategy. Instead of deciding what we need to learn and designing an experiment around it, we simply try things.

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Read more about the article 54 • Data–Ink Ratio
Data-Ink Ratio

54 • Data–Ink Ratio

Data ink refers to the ink (or pixels) that represents the actual data in a visualization. The Data-Ink Ratio measures the proportion of ink used to represent data compared to the total amount of ink used in the graphical presentation, including non-data elements. In visual design, it is therefore essential to prioritize increasing the data-ink ratio by utilizing data ink exclusively and minimizing or eliminating non-essential ink. By doing so, the focus remains on the data rather than unnecessary or decorative design elements such as gradients, shadows, borders, labels, widgets, or enthusiastic gridlines.

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Read more about the article 53 • Boilerplate
Boilerplate

53 • Boilerplate

The term boilerplate refers to a standard, reusable piece of content used in various types of content, including articles, communication materials such as press releases, and contracts. It serves as a template for specific types of content, allowing consistency and efficiency in writing and communication. In design, boilerplate elements include UI components, layout templates, or design systems to speed up the product development process. These pre-built kits aim to ensure consistency, reduce errors, and allow designers to focus on unique user needs rather than rebuilding basic elements.

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Read more about the article 52 • Brainstorming
Brainstorming

52 • Brainstorming

Brainstorming is a collaborative, creative process designed to generate a wide range of ideas, enhance team collaboration, and solve complex problems. It typically involves a group of people that interact to suggest spontaneous ideas in response to a prompt. In UX and product design, brainstorming appears everywhere - discovery workshops, Crazy 8s, sketching sessions, storyboarding, concept generation, and the occasional meeting that wasn't supposed to be a brainstorm but somehow became one. Done well, brainstorming expands the solution space and helps teams escape their first obvious idea. Done badly, eight people spend an hour watching the loudest person redesign the product.

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Read more about the article 51 • Gold Plating
Gold Plating

51 • Gold Plating

Gold Plating is a term that means working on a project or task past the point of diminishing returns. It refers to the practice of adding extra features or "polishing" designs beyond the agreed scope without measurably increasing quality. In UX, designers sometimes try to improve the look and feel with the desire to exceed expectations, often not realizing that their extra effort doesn't add real value to the user experience. Instead, it introduces unnecessary cost and potential technical debt as these extras take time and go undocumented.

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Read more about the article 50 • Showstopper
Showstopper

50 • Showstopper

A Showstopper is a critical, unforeseen issue or flaw that halts everything. These high-priority defects, such as system crashes or broken core functionality, typically prevent the product from being released, tested, or operated until they are resolved. Showstoppers often result in significant delays and increased cost. In design, a showstopper is sometimes used to describe the opposite: a highly impressive "wow" feature.

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Read more about the article 49 • Thinking Outside The Box
Thinking Outside the Box

49 • Thinking Outside The Box

The idiom thinking outside the box describes the ability to approach a problem from a different perspective instead of accepting its stated or assumed boundaries. It also requires to think differently and unconventionally, finding novel solutions simply by asking: "Wait, who said there was a box?" In design, creative thinking is often constrained by unvalidated assumptions that "box" us into what we believe the solution space is. The box isn’t real, yet it is treated as such and therefore triggers suboptimal choices and results.

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Read more about the article 48 • Hofstadter’s Law
Hofstadter’s Law

48 • Hofstadter’s Law

Hofstadter’s Law is a phenomenon which states that “It always takes longer than you expect, even when you account for Hofstadter’s Law.” It describes the widely experienced difficulty of accurately estimating the time it will take to complete tasks of substantial complexity. The fact that it references itself signals that it takes longer even though we are aware and expect that it will take longer. In product design, the law highlights a recurring failure in estimating time for complex tasks - especially those involving creativity, uncertainty, and iteration.

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