Read more about the article 64 • Walking on Eggshells
Walking on Eggshells

64 • Walking on Eggshells

Walking on Eggshells means being extremely cautious in one’s actions or words, usually to avoid upsetting someone else. Avoiding conflict becomes more important than improving the product. In product design, walking on eggshells means that problems are discussed privately instead of openly, feedback gets softened, and research findings are carefully worded so nobody feels implicated. And that feature requested by the executive? Everyone knows it is questionable but nobody wants to be the person who says so. The team is still communicating - it just isn't saying what it really thinks.

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Read more about the article 63 • IKEA Effect
IKEA Effect

63 • IKEA Effect

The IKEA Effect is a psychological phenomenon where users love a product more because they helped build it. When users invest time and effort to set things up, they feel proud of the outcome which can significantly influence a product's perceived value and subsequent customer behavior with it. In UX design, this effect can be used to boost brand loyalty and engagement. Users love the solution - not because it's better - but because it feels personal and earned.

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Read more about the article 62 • Analysis Paralysis
Analysis Paralysis

62 • Analysis Paralysis

Analysis Paralysis is what happens when the pursuit of the best decision prevents any decision at all. Faced with too many options, too much information, or too many possible outcomes, thinking begins to replace action. What starts as careful consideration slowly turns into hesitation, as each new piece of data introduces additional complexity rather than clarity. The intent is to make a better choice - but the result is often no choice at all. In UX and product design, the dynamic is the same. More options, more data, and more possibilities promise better decisions - but without focus, they often lead to hesitation instead.

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Read more about the article 61 • Cutting Corners
Cutting Corners

61 • Cutting Corners

Cutting Corners means skipping important work to save money today, only to spend considerably more time fixing the consequences tomorrow. In UX, research or testing phases are abbreviated, omitted or postponed. Under pressure, these shortcuts feel rational because the product ships faster. But this practice usually backfires because the problems simply arrive later. You end up building a product that users don't want, leading to higher cost, extra fixes, and lost revenue.

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Read more about the article 60 • Smoke and Mirrors
Smoke and Mirrors

60 • Smoke and Mirrors

Smoke and Mirrors describes deceptive, misleading, or heavily embellished information used to disguise an unpleasant truth or make something appear better than it is. In UX design, smoke and mirrors refers to design illusions such as high-fidelity prototypes or deceptive micro-interactions that make a product feel highly functional, responsive, or simple on the surface while masking deep back-end complexity or missing features.

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Read more about the article 59 • Hawthorne Effect
Hawthorne Effect

59 • Hawthorne Effect

The Hawthorne Effect is a type of behavioral reactivity in which individuals change their behavior simply because they know they are being observed. In UX research, this creates a subtle but powerful distortion: the moment a session begins, the behavior you are trying to study is no longer entirely natural. Participants become more attentive, more deliberate, and often more careful than they would be in their everyday interactions. As a result, what looks like a smooth and successful experience in testing can quietly mask the friction and confusion that exist in the real world.

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Read more about the article 58 • Bells and Whistles
Bells and Whistles

58 • Bells and Whistles

Bells and whistles are non-essential, flashy features or embellishments that enhance a product's appeal but are not required for core functionality. While sometimes adding delight or immersion, they often risk obscuring core user needs, leading to increased complexity, cognitive load, and reduced usability. In UX design, bells and whistles may refer to elaborate animations, unnecessary 3D effects, or complex customization options that make the interface sparkle, the interactions feel fancy, and the feature list sounds exciting - but do little to enhance the core experience.

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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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