The Social Experience of Digital Reality Use

March, 08 2019 | VRX, AR, VR / AR / XR, User Interface

       There have been breathless articles written about how virtual or augmented reality is going to change everything for decades. Virtual Reality (VR) hardware (often glasses or goggles) allow the user to interact with a computer-generated immersive environment, where Augmented Reality (AR) devices overlay information onto the world without the processing power requirements of virtual reality. Costs are down, bandwidth is up, but it’s 2019, and with few exceptions, what Adam Draper of Boost VC calls “digital reality” remains a technology in search of a killer app.

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Gestures Over Buttons

March, 06 2019 | UX, User Experience, User Interface

      As our technological devices keep changing, we see that physical buttons are being replaced with smooth touch screens that instead invite users to tap, swipe, drag and more. Users are able to navigate and control their interface without having to rely on pushing physical buttons. Nowadays, as users, we are more and more interacting with devices by using gestures as opposed to pushing any kind of button. But, does that mean physical buttons are disappearing? And is this a good or bad change for users?

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Prototyping and UX Research

     In collaboration with Ryan Stratton.

     Delightful and effective user experiences don’t usually happen by chance. More often than not, they’re the result of following a methodical design process that includes research, ideation, testing, analysis, and iteration. Prototyping is a critical practice that adds value throughout the process and helps to ensure a good user experience. In this article, we review what prototyping means and why it is so important for the field of UX design and research.

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Voice Recognition as Biometric Authentication

     Biometric authentication, unlike traditional passwords or security questions, uses the unique biological characteristics of the individual in order to verify an individual’s identity. Voice recognition (also called speaker recognition or voice authentication) analyzes a person’s voice to verify their identity. Soft-tissue cavities, the shape, and movement of the mouth and jaw, as well as airways, have the potential to influence individual voice patterns to create voiceprint that is unique and identifiable to everyone.

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When to Use Zero UI: A Researcher's Perspective

February, 27 2019 | Zero UI, UX Strategy, User Interface

    Interaction with a product through a digital interface has become the standard across the industry, whether through a mobile app, desktop software, website, etc. it is the go-to for companies when creating a product to solve a problem. This is the reality we live in, but often users are not looking to add another interface or step to their routine. Users are instead looking to simplify a process. Zero UI looks beyond screens as the go-to solution and over to what would be a more natural and passive solution within a process to solve a problem. Not every process or product should be replaced by Zero UI. The design thinking behind Zero UI should be to approach every problem with it as a possible solution, but not the only solution.

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Company Branding Through the Art of Effective Storytelling

      Effective storytelling is simple, unexpected, credible, concrete, and emotional. Simplicity breaks the story down into a digestible piece. The unexpected and emotional elements leave a mark on the viewer’s brain and heart, making it memorable. If a story isn’t credible and concrete, it lacks merit and loses its value. A great story leaves a memorable impact on potential customers and keeps your brand at the forefront of their minds when looking for the services you offer. It begins with your company’s purpose, then how to solve a customer’s problem.

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Wondering Which to Use? A Comparison of Quantitative vs. Qualitative UX Research Methods

In collaboration with Mina Rohani.       

     User experience research aims to be able to provide information that seeks to provide insight to the user, provide context for usability, and asses potential problems while creating solutions. In short, the aim of user experience research is to gather information. This information can be used to identify facts or patterns, highlight problem areas, and reach conclusions about users and the usability of a product. Research teams then are tasked with deciding which types of research methods, tools, and techniques they are going to utilize to try to obtain their information. Typically, research methods are split into two categories: qualitative and quantitative. In this article, we elaborate on the differences between the two methods, their individual uses, and benefits in user experience research.

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The Edge of Computing

February, 08 2019 | Competitive Research, Datafication, Markets

     The majority of us have probably fallen subject to those pesky notifications telling us that we have run out of our Cloud storage space. We also get the reminders that we have the option to purchase more Cloud storage space. But what happens when everyone is buying and utilizing this seemingly endless Cloud space? We begin to run out of this limited “Cloud Space”, and as a result, companies are having to realize that there isn’t much growth and opportunity left in the Cloud space for them to utilize. So what exactly does that leave us to work with? Introducing: the edge.

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Internet of Things: Is this Big Data?

      Everyday it seems as though our world,  both real and technological,  becomes more and more interconnected. One of the ways that this is accomplished is through the ever-expanding Internet of Things. The Internet of Things (or IoT) is a phrase that has gained increasing popularity, and not just within the world of UX. The Internet of Things is the ever-expanding network of devices that can connect to the internet, and as a result, interact and exchange data. Since the IoT helps to generate data and a lot of it, often times conversations surrounding IoT also have the phrase “big data” thrown in there. But are these two really the same thing?

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A Decade of User Experience

January, 21 2019 |


       Key Lime Interactive LLC is officially ten years old. On January 20th, 2009, CEO Ania Rodriguez created her very own UX company, and is now able to celebrate a decade of that company's existence. In order to be able to really appreciate and understand how far Key Lime Interactive has come in the last ten years, it is also important to be able to look at all the ways in which the UX field has changed during that time.  
 

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