Deformation Professionnelle and the Dunning-Kruger Effect – When Expertise Isn’t So Great

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The Dunning-Kruger effect is a cognitive bias that impacts individuals' perception of their own abilities. For designers and clients, this bias can have significant implications for the overall quality of the user experience. If designers recognize the risks associated with the Dunning-Kruger effect and implement strategies to minimize its impact, they can create more effective and user-centered designs.
CEO of Experience Dynamics, Frank Spillers explains how designers need to be aware of bias:
For you, one of your biggest biases and issues as a designer if you're a visual designer or if you're working on a website or app that – you know – you're a stakeholder on the team, it's going to be the fact that you can actually see what's on a screen, assuming that you're not blind, that you're actually reviewing visual designs.
And the things that I found that are the biggest challenges for visual design are the *semantics*. So, words make sense when you look at them or descriptions are aided with a visual cue; you know – confirmation messages visually colored or it flashes up and there's something that gives you a visual cue there, error messages the same thing. So, these kind of semantics of – you know –
that you understood an error message or you understood something are one of the things we just get used to. And then we forget what it might be like if you don't have the visual crutch. So, this example here is a quiz, and this is where we saw this, when we were optimizing this quiz, that when we were looking at the accessibility of it, the problem with it – so we went through and we made it accessible, so you could
keyboard and tab through the the different choices – and then we tested it with a user. And we were like, oh – we totally didn't realize this. What was happening is that the correct answer was appearing to the left of the answer choice. And the problem was that when it announced the correct choice, even though it was accessible, it didn't say which one it was.
So, say Choice B was circled and then the correct answer was displayed over there, but it just didn't have this semantic of saying, "The correct answer is Choice B (blah blah blah blah blah)." So, very simple, but a good reminder of like, oh yeah – you know – reinforcing the fact that your visual bias adds context; that might not be there when it's read aloud or when it's navigated through an audible experience like a screen reader.
The second bucket for visual bias is the interaction; it's the little animations or little micro-interactions that are occurring on a screen are another source of – you know – it's like, "Well, I saw that, but a screen reader didn't." You know. So, being aware of that, as well as the third one, which is *place*. So, like the location on a screen or movement that occurs – some meaning from a state change.
Like a hover is a classic one – you hover on and off and it kind of tells you that it's a clickable element or it tells you that nothing's happening. Sometimes you click on stuff, play buttons or you click on elements on a screen that are loading like a button or something like that – nothing happens. And then you can kind of tell nothing's happening because if you have a little technical proficiency as a user, you can look down and see if the page is loading on your browser in the lower-left corner
or you can see that nothing happened – you push the button and nothing happens. Well, if you don't have that visual cue or if something is placed in an area of a screen that you have to kind of navigate back up to the top if you're using assistive technology, that's going to be a blocker. Right? So, visual bias I think is our worst enemy because we're so familiar with it, we're so used to it that we've forgotten that we are, so we have that crutch.
There's more than one bias, though. There's *mouse-heavy bias*. So, we've gotten used to the fact that we use mice all the time and as designers we require point and click a lot. So, it took me a while to realize how important this was. Many years ago when I was doing lots of usability – you know – kind of user studies and going out and talking to users, then when you're doing B2B studies (business-to-business studies), you usually run across
that one user who is the keyboard user, and it's like "I don't use the mouse." Like, this woman is using this very important software for the company and sometimes she's the only user. And she's going through and just because of the speed that she needs to input, it's keyboard-driven. Now, we found this with many types of applications like that, so designing for keyboard accessibility for the heavy input user is just something that you end up supporting.
It's one of these universal type of design approaches. And so, with accessibility, we're blocking users if we make things too mouse-dominant because then they're not able to use the keyboard. And without the keyboard, there's usually not a focus state related to that. So, we'll talk more about focus states just like we've been talking about since they're so important. Now, the other bias is the *color bias* – so we've talked about color blindness.
And for example, putting error messages only in red text. And if you recall the guideline there is to add a supporting element like another visual element to reinforce the color. Don't just use color alone basically. So, watch out for those three biases: *visual bias, color bias and mouse bias* because as a sighted designer or business person or developer you're probably
going to be biased by those things. Now, in the design phase, some of the very basic accessibility things you should be nipping in the bud, in other words, stopping them before the train goes down the track are things like *typography*, so the size of your font; designing and defining that up front or making sure that that's documented in a style guide is really important. If it's not, then that's where a developer needs to be familiar with accessibility so they can stop it
at their stage of coding or a front-end web developer who's putting together a style sheet that will call those styles. So, *color contrast* is the other big classic, and I think if there's one skill that any good designer – and I'm talking visual designer – needs to learn, it's *high contrast* because that seems to be the big one from the dozens of designers that I've worked with over the years. It seems like they give me designs all the time that are low contrast. It's the gray on gray, as I like to joke.
Then *link visibility and target size* is the other one. This is all up front. So, before you even get to thinking about accessibility, you should be thinking about that. And then *labeling or label proximity* – so how close the label is to the element that you're trying to get the call to action on. Once you have those basics, then you can add *predictability and consistent navigation*;
things like the focus, focusability, and then the blocks of content being separated and distinct from each other.
The Dunning-Kruger effect comes from the research of psychologists David Dunning and Justin Kruger. It refers to the phenomenon where individuals with low ability in a particular domain overestimate their competence. Meanwhile, individuals with high ability tend to underestimate their competence. The overarching risk is that those who lack knowledge or skill in a specific area often have an inflated sense of their own expertise. They can’t recognize the complexity of the issue at hand. Nor can they see that they are ill-equipped to handle it. They are both unskilled and unaware. As a result, they exhibit a high level of confidence in their abilities despite their actual incompetence.
This effect stems from a lack of metacognitive abilities—the ability to accurately assess one's own knowledge and skills. People who are less competent in a domain are also less likely to recognize their own deficiencies or limitations. As a result, they may exhibit overconfidence and make poor judgments or decisions based on their limited understanding of the subject matter. They can’t understand that they can’t understand the issue at hand in full. Nevertheless, they might insist on making what they believe are the best choices—a potentially hazardous situation in some circumstances.
© Interaction Design Foundation, CC BY-SA 4.0
In the context of user experience (UX) design, the Dunning-Kruger effect can have many negative consequences for a product or service. When individuals involved in a design project are unaware of their own limitations, they may fail to recognize the sheer complexity of user needs and preferences. They can’t grasp the many points about the users’ contexts and other vital attributes about these users. This can lead to designs that are not user-friendly or fail to address the core problems that various types of users face.
Additionally, designers and team members who overestimate their abilities may be less receptive to feedback and less likely to seek input from others. This can result in a lack of collaboration and a failure to incorporate diverse perspectives into the design process. Ultimately, the Dunning-Kruger effect can hinder the ability of designers to create effective and user-centric designs for real users in the target audience.
Ultimately, this overestimation of design abilities can lead to poor user experiences and spell trouble for a brand if it doesn’t recognize and check this bias. It highlights the importance of humility, ongoing learning and user-centered design in the field of UX when design teams are creating products and services. Product designers and service designers need to be aware of this human tendency to overestimate abilities—and overlook realities—throughout the UX design process. Anyone with a voice on the design team, including all stakeholders and clients, likewise should keep the limitations and risks associated with the Dunning-Kruger effect top of mind.
© Interaction Design Foundation, CC BY-SA 4.0
The following examples highlight the range of ways in which the Dunning-Kruger effect can manifest in UX design—and the potential negative impact on the user experience:
A designer who is new to the field may overestimate their abilities and assume they have a deep understanding of user needs. They may also overlook the importance of proper user research and user testing. Without proper training and experience, they may overlook important design principles and make decisions that negatively impact the user experience.
On the other end of the spectrum, an experienced designer may underestimate their abilities and fail to recognize their expertise. They may question their design decisions excessively. This can lead to a lack of confidence and hesitation in the design process.
Designers who work in isolation without seeking feedback from users or collaborating with other professionals may fall victim to the Dunning-Kruger effect. Without external perspectives, they may become overly confident in their own design choices and miss opportunities for improvement.
A designer who dismisses user feedback or fails to consider alternative perspectives due to an inflated sense of their own expertise may alienate users and create designs that do not meet these users’ needs.
It’s also important to recognize how the effect can manifest in stakeholders or clients. They may believe that their limited understanding of UX design is enough to make design decisions. Not only can this jeopardize the success of a design project, but it can also lead to a lack of trust between designers and clients. Many unskilled clients won’t see eye to eye with designers—as they fail to understand that they can’t see eye to eye at such important technical levels. As a result, miscommunication can arise easily, and clients may have a resistance to explore alternative design approaches or incorporate innovative ideas. Here are some examples of the Dunning-Kruger effect on the client side:
A client with limited knowledge of UX design insists on implementing design choices. These choices have no basis in user research or best practices, and can stem from personal preferences or eccentricities. Despite the best advice of the UX designer, the client believes their ideas are superior. However, that’s because of their incomplete understanding of UX principles and user needs. Also, they may have inaccurate grasps of fundamental issues such as visual design. As a result, the final product may not meet user needs. A subpar user experience will follow for a large number of users.
A stakeholder who has attended a few UX design workshops or read a few articles on the topic may overestimate their design skills. They may believe they have a comprehensive understanding of UX principles. Also, they may dismiss the expertise of the UX designer and impose their own design solutions on the product team. That may cause a lack of user-centricity and potentially undermine the effectiveness of the design.
A client with limited knowledge of UX design can fail to recognize the complexity and nuances involved when designers create effective user experiences. They may underestimate the importance of conducting user research, usability testing or iterative design processes. That may result in a superficial and ineffective design solution that does not address user needs.
Author, Speaker and Leadership Coach, Todd Zaki Warfel explains how designers need to adjust their communication for other project personnel:
This new narrative starts with *identifying your audience and intent*. The way you pitch an idea to a client, peer or executive requires an *adjustment to your language and approach*. Client – they're more of an occasional traveler. They don't know the system; they don't know the ins and outs. They're less likely to share your language. I mean, you're probably speaking design. They speak business and outcomes and results. So, you may need to establish a basic level of understanding.
Clients and executives are also less patient and don't want to waste 20 minutes going through every single detail just to get to the answer. Karen's what you would call an occasional traveler. She expected high-fidelity visual comps and just had a bottom-liner approach. Karen's one of these busy executives. She doesn't have time for – nor does she need to or want to hear – all the details. She just needs to know *why she should care*, *why it matters to her line of business*,
and then she can decide to support your proposal ...or not. Now, the last time the team had presented to Karen, they spent the *entire 60-minute meeting* walking her through *their process* and *justifying their decisions*. If you know anything about executives – a 60-minute meeting; *not* a good idea. Here's the rub. They never addressed the value of the business, and the team didn't come in with a clear ask.
In the own words of the team, it was the most grueling 60 minutes of their entire careers at this company. So, what do we do? Well, this time around, we started with audience and intent. We changed the story and wrote a new narrative and developed a new plan. We started with the *intended outcome* with Karen, shared a few *stories* and then highlighted the *value* that our approach would bring to her business – and quickly gained approval from her. And I'll never forget the moment; it was like eight minutes into my presentation.
I actually looked down at my watch to check, when Karen interrupted me mid-sentence and said, 'Okay, Todd – I get it. You've done your homework; you've clearly shown how the solution solves the problem and how it's better than my original idea. What do we need to do to move forward? What do you need from *me* to deliver this?'
UX designers face several risks when it comes to the Dunning-Kruger effect. Here are significant ones:
The danger of a client or powerful stakeholder overruling valid design decisions: Power and wisdom may sometimes not be in sync. For example, a client may base decisions on personal preferences rather than the necessary user experience design foundations (namely, design principles and user research). Consequently, they might go against the sound advice of the design team and ignore the best guidance from designers, UX researchers and product managers.
The potential for designers to become overconfident in their abilities and overlook important aspects of the user experience: This can lead to designs that are not intuitive, difficult to use or fail to meet user needs.
Impaired decision-making: When designers are overly confident in their own expertise, they may dismiss valuable feedback or fail to consider alternative perspectives. This can result in missed opportunities for improvement and a lack of innovation in the design process.
Hindrance of professional growth and development: If designers are unaware of their own limitations, they may be less motivated to seek further education or skill development. This can limit their ability to adapt to new technologies and design trends. Ultimately, this can hinder their career progression.
Morgane Peng, Design Director at Societe Generale, explains common issues when designers deal with individuals who do not understand design:
I've been talking to a lot of people in agencies, startups, even from the GAFAs, to Google, to Apple, et cetera. And I realized that we share the same frustrations – from people who don't get design. They may sound familiar. We'll see. The first one is, 'Can you make it *pretty*?'; 'Can you do the 'UX' (whatever it is)?'; and, 'Can you add this *wow* effect?'
And if you're like me – so, this is me – when you hear that, you would cringe. And I've heard them a lot. Because what we really want to hear is... 'Can you make it *usable*?'; 'Can *we* do the UX *together*?'; And the last one: 'Can you *tell me what's broken*?'
Users can also fall victim to the Dunning-Kruger effect. Here are some examples that designers should consider for the overall user experience in a website or app or service:
Inadequate user onboarding: Users who overestimate their understanding of a product may struggle with the onboarding process. This can lead to frustration and a higher likelihood of abandonment. To address the Dunning-Kruger effect, designers should create intuitive onboarding processes that cater to users with varying levels of expertise.
Reduced user engagement: Overconfident users may overlook important features or fail to engage with the product in meaningful ways. This can result in a diminished user experience. If they acknowledge the Dunning-Kruger effect, UX designers can implement strategies to guide users to discover and utilize all relevant features.
Misinterpretation of feedback: Users with limited expertise may provide feedback that stems from misconceptions. This can potentially lead to misguided design decisions if designers do not properly contextualize their input. If UX designers recognize the Dunning-Kruger effect, they can carefully evaluate user feedback and distinguish between valid insights and misunderstandings.
Decreased product adoption: If novice users encounter difficulties because they have overestimated their proficiency, they may be less likely to adopt the product or recommend it to others. For designers to address the Dunning-Kruger effect, they should create an environment that accommodates users across the expertise spectrum, and foster a positive first impression and encourage continued usage for a wide range of target users.
Impaired brand perception: A user's experience with a product can significantly influence their perception of the brand as a whole. Frustrations that come from the Dunning-Kruger effect can lead to negative associations and impact brand loyalty. If designers understand and mitigate the effect, they can help cultivate positive brand experiences for users of all skill levels.
Above all, designers need to keep users on board via empathy with them, as this video explains:
Do you know this feeling? You have a plane to catch. You arrive at the airport. Well in advance. But you still get stressed. Why is that? Designed with empathy. Bad design versus good design. Let's look into an example of bad design. We can learn from one small screen.
Yes, it's easy to get an overview of one screen, but look close. The screen only shows one out of three schools. That means that the passengers have to wait for up to 4 minutes to find out where to check in. The airport has many small screenings, but they all show the same small bits of information. This is all because of a lack of empathy. Now, let's empathize with all users airport passengers,
their overall need to reach their destination. Their goal? Catch their plane in time. Do they have lots of time when they have a plane to catch? Can they get a quick overview of their flights? Do they feel calm and relaxed while waiting for the information which is relevant to them? And by the way, do they all speak Italian? You guessed it, No. Okay. This may sound hilarious to you, but some designers
actually designed it. Galileo Galilei, because it is the main airport in Tuscany, Italy. They designed an airport where it's difficult to achieve the goal to catch your planes. And it's a stressful experience, isn't it? By default. Stressful to board a plane? No. As a designer, you can empathize with your users needs and the context they're in.
Empathize to understand which goals they want to achieve. Help them achieve them in the best way by using the insights you've gained through empathy. That means that you can help your users airport passengers fulfill their need to travel to their desired destination, obtain their goal to catch their plane on time. They have a lot of steps to go through in order to catch that plane. Design the experience so each step is as quick and smooth as possible
so the passengers stay all become calm and relaxed. The well, the designers did their job in Dubai International Airport, despite being the world's busiest airport. The passenger experience here is miles better than in Galileo Galilei. One big screen gives the passengers instant access to the information they need. Passengers can continue to check in right away. This process is fast and creates a calm experience,
well-organized queues help passengers stay calm and once. Let's see how poorly they designed queues. It's. Dubai airport is efficient and stress free. But can you, as a designer, make it fun and relaxing as well? Yes.
In cheerful airport in Amsterdam, the designers turned parts of the airport into a relaxing living room with sofas and big piano chairs. The designers help passengers attain a calm and happy feeling by adding elements from nature. They give kids the opportunity to play. Adults can get some revitalizing massage. You can go outside to enjoy a bit of real nature.
You can help create green energy while you walk out the door. Charge your mobile, buy your own human power while getting some exercise. Use empathy in your design process to see the world through other people's eyes. To see what they see, feel what they feel and experience things as they do. This is not only about airport design. You can use these insights when you design
apps, websites, services, household machines, or whatever you're designing. Interaction Design Foundation.
To prevent or minimize the impact of the Dunning-Kruger effect in UX design, designers can implement several strategies:
Practice self-awareness and reflection: Designers should cultivate self-awareness and regularly reflect on their own knowledge and limitations. This requires them to acknowledge areas where they may lack expertise and be open to learning from others.
Demonstrate expertise and value: Designers should strive to demonstrate their expertise and the value they bring to the design process. They can achieve this through effective communication and showcasing past successful projects. Plus, they can provide case studies that highlight the positive impact of user-centered design.
Seek diverse perspectives: Designers should actively seek feedback from users, stakeholders and other professionals. If they embrace diverse perspectives, they can help uncover blind spots. This can lead to more inclusive and user-centered design solutions.
Engage in continuous learning: Designers should prioritize continuous learning and professional development. They should stay up-to-date with industry trends, attend conferences and workshops, and seek out new knowledge. That way, they can help combat the Dunning-Kruger effect and ensure they possess the latest tools and techniques.
Value collaboration and teamwork: It’s essential to create a collaborative environment where designers can openly share ideas, seek input and challenge each other's assumptions. A culture of collaboration and embracing diverse perspectives can foster more innovative and user-centric designs.
Conduct proper user research and testing: This is essential to validate design decisions and ensure they align with user needs and preferences. If designers involve users throughout the design process, they can mitigate the risk of the Dunning-Kruger effect and create designs that truly meet user expectations.
UX Strategist and Consultant William Hudson explains the need for proper user research:
User research is a crucial part of the design process. It helps to bridge the gap between what we think users need and what users actually need. User research is a systematic process of gathering and analyzing information about the target audience or users of a product, service or system. Researchers use a variety of methods to understand users, including surveys, interviews, observational studies, usability testing, contextual inquiry, card sorting and tree testing, eye tracking
studies, A-B testing, ethnographic research and diary studies. By doing user research from the start, we get a much better product, a product that is useful and sells better. In the product development cycle, at each stage, you’ll different answers from user research. Let's go through the main points. What should we build? Before you even begin to design you need to validate your product idea. Will my users need this? Will they want to use it? If not this, what else should we build?
To answer these basic questions, you need to understand your users everyday lives, their motivations, habits, and environment. That way your design a product relevant to them. The best methods for this stage are qualitative interviews and observations. Your visit users at their homes at work, wherever you plan for them to use your product. Sometimes this stage reveals opportunities no one in the design team would ever have imagined. How should we build this further in the design process?
You will test the usability of your design. Is it easy to use and what can you do to improve it? Is it intuitive or do people struggle to achieve basic tasks? At this stage you'll get to observe people using your product, even if it is still a crude prototype. Start doing this early so your users don't get distracted by the esthetics. Focus on functionality and usability. Did we succeed? Finally, after the product is released, you can evaluate the impact of the design.
How much does it improve the efficiency of your users work? How well does the product sell? Do people like to use it? As you can see, user research is something that design teams must do all the time to create useful, usable and delightful products.
Educate clients and stakeholders: It’s vital to teach clients and stakeholders about the principles and best practices of UX design. Designers should provide these individuals with a deeper understanding of the complexities involved. From there, clients and non-design-oriented stakeholders may become more receptive to the expertise and recommendations of UX designers. When these channels of communication are open, valid input and evidence-based insights and rationale for design decisions will be more likely.
Provide user insights and data: The use of user insights and data can help counteract the Dunning-Kruger effect as they will ground design decisions in empirical evidence. When designers incorporate user research, usability testing and analytics, they can provide objective data to support recommendations. Also, they can illustrate the impact of different design choices on the user experience.
Overall, it’s crucial for designers to continually challenge their own assumptions, seek feedback and remain open to learning and growth. When they understand and navigate the complexities of the Dunning-Kruger effect, they can help create exceptional user experiences that meet the needs and expectations of all users.
Take our course User Experience: The Beginner’s Guide.
Read our insightful piece Deformation Professionnelle and the Dunning-Kruger Effect – When Expertise Isn’t So Great.
Find further fascinating insights in How to improve Experience Design by managing cognitive biases by Marina Shapria, Ph.D.
Read The Beauty of the Dunning-Kruger Effect in the UX by Pavel Nekoranec for additional information.
David Dunning and Justin Kruger, two social psychologists, discovered the Dunning-Kruger effect. In 1999, they published a study showing that people with little knowledge or skill in a particular area often overestimate their abilities. At the same time, those with more knowledge or skill tend to underestimate their capabilities. This discovery highlights a key psychological bias where one's lack of knowledge leads to a false sense of confidence, whereas true expertise may bring about a more humble self-assessment.
Take our Master Class How To Remove Bias From Your Products with Indi Young, Researcher, Author, Speaker and Coach, to understand more about bias and design.
The Dunning-Kruger effect and impostor syndrome contrast sharply in how individuals assess their abilities. David Dunning and Justin Kruger discovered the Dunning-Kruger effect, showing that people with limited knowledge or skill in a particular area often overestimate their abilities. In contrast, those with significant knowledge or skill might underestimate their capabilities. This phenomenon leads less experienced individuals to possess a false sense of confidence, while the more knowledgeable doubt their competencies.
Impostor syndrome, on the other hand, involves individuals feeling like they do not deserve their success or positions, fearing they might be exposed as a "fraud." This syndrome often affects highly skilled or successful people who, despite external evidence of their competence, cannot internalize their accomplishments. They believe they have fooled everyone into thinking they are more competent than they actually are.
While the Dunning-Kruger effect reflects overconfidence in one's abilities due to a lack of knowledge, impostor syndrome describes a lack of confidence despite evidence of high competence. Both phenomena underscore the complex nature of self-assessment and the psychological challenges individuals face in recognizing and valuing their own skills and knowledge accurately.
Get a sharp and clear view of what good design calls for when a designer has the confidence to pursue empathy with the users:
Do you know this feeling? You have a plane to catch. You arrive at the airport. Well in advance. But you still get stressed. Why is that? Designed with empathy. Bad design versus good design. Let's look into an example of bad design. We can learn from one small screen.
Yes, it's easy to get an overview of one screen, but look close. The screen only shows one out of three schools. That means that the passengers have to wait for up to 4 minutes to find out where to check in. The airport has many small screenings, but they all show the same small bits of information. This is all because of a lack of empathy. Now, let's empathize with all users airport passengers,
their overall need to reach their destination. Their goal? Catch their plane in time. Do they have lots of time when they have a plane to catch? Can they get a quick overview of their flights? Do they feel calm and relaxed while waiting for the information which is relevant to them? And by the way, do they all speak Italian? You guessed it, No. Okay. This may sound hilarious to you, but some designers
actually designed it. Galileo Galilei, because it is the main airport in Tuscany, Italy. They designed an airport where it's difficult to achieve the goal to catch your planes. And it's a stressful experience, isn't it? By default. Stressful to board a plane? No. As a designer, you can empathize with your users needs and the context they're in.
Empathize to understand which goals they want to achieve. Help them achieve them in the best way by using the insights you've gained through empathy. That means that you can help your users airport passengers fulfill their need to travel to their desired destination, obtain their goal to catch their plane on time. They have a lot of steps to go through in order to catch that plane. Design the experience so each step is as quick and smooth as possible
so the passengers stay all become calm and relaxed. The well, the designers did their job in Dubai International Airport, despite being the world's busiest airport. The passenger experience here is miles better than in Galileo Galilei. One big screen gives the passengers instant access to the information they need. Passengers can continue to check in right away. This process is fast and creates a calm experience,
well-organized queues help passengers stay calm and once. Let's see how poorly they designed queues. It's. Dubai airport is efficient and stress free. But can you, as a designer, make it fun and relaxing as well? Yes.
In cheerful airport in Amsterdam, the designers turned parts of the airport into a relaxing living room with sofas and big piano chairs. The designers help passengers attain a calm and happy feeling by adding elements from nature. They give kids the opportunity to play. Adults can get some revitalizing massage. You can go outside to enjoy a bit of real nature.
You can help create green energy while you walk out the door. Charge your mobile, buy your own human power while getting some exercise. Use empathy in your design process to see the world through other people's eyes. To see what they see, feel what they feel and experience things as they do. This is not only about airport design. You can use these insights when you design
apps, websites, services, household machines, or whatever you're designing. Interaction Design Foundation.
The Dunning-Kruger effect and "deformation professionnelle" are both psychological concepts, but they differ in their focus and application.
The Dunning-Kruger effect refers to a cognitive bias in which people with low ability at a task overestimate their ability. In contrast, those with high ability may underestimate their competence. This effect is particularly evident in situations where individuals lack the expertise to recognize their own incompetence. "Deformation professionnelle" is a French term that translates to "professional deformation" and refers to the tendency of professionals to perceive the world through the narrow lens of their own profession. It can lead to a limited perspective on issues and an inability to consider alternative viewpoints outside of one's professional expertise.
The Dunning-Kruger effect primarily focuses on individuals' self-assessment of their own competence, often in comparison to others. On the other hand, "deformation professionnelle" centers on the impact of professional training and experience on an individual's worldview and decision-making processes.
Take our Master Class How To Remove Bias From Your Products with Indi Young, Researcher, Author, Speaker and Coach, to understand more about bias and design.
When designers address the Dunning-Kruger effect, they must consider several ethical points. First, it’s crucial to respect all team members' perspectives. Designers should acknowledge that individuals may overestimate their abilities due to a lack of knowledge. However, they should approach this situation with empathy and support, not judgment.
Second, it’s vital to promote continuous learning and feedback. Designers should create an environment where everyone feels comfortable seeking and giving constructive feedback. This practice helps individuals recognize their skill levels more accurately and fosters an atmosphere of growth and development.
Third, honesty and transparency about one's abilities are essential. Designers should encourage honesty in self-assessment and openness about areas for improvement. This honesty leads to more effective team collaboration and better project outcomes.
Finally, inclusivity and diversity in design teams can mitigate the Dunning-Kruger effect. When designers value diverse perspectives and skills, they can create a more balanced understanding of competencies within the team. This diversity helps to check overconfidence and promotes a more accurate self-assessment among team members.
These ethical considerations ensure that designers navigate the Dunning-Kruger effect respectfully and constructively, leading to a more inclusive, empathetic and effective design practice.
UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains the value of cross-functional teams, given that communication between teams is important to identify abilities clearly.
Cross-functional teams, unlike silos, have all the people necessary to build a specific thing together. Let's look at an example. Imagine you're on a team that is supposed to build the onboarding flow for a new app that helps connect job applicants with jobs. You can't build the whole thing with just designers. Or with just engineers, for that matter. I mean, you probably could do it with just engineers, but it's a terrible idea.
A cross-functional team for this onboarding work might include a few engineers, perhaps some for the front end and some for the back end. Might include a designer, a researcher, a product owner or manager, maybe a content writer or a marketing person. In an ideal world, all of these folks would only work on this particular team. In the real world, where we actually live, sometimes folks are on a couple of different teams and some specialists may be brought in to consult. For example, if the team needed help from the legal department to explain some of the ramifications of a specific decision,
a cross-functional team would have a dedicated legal expert they could go to. But that legal expert might also work with lots of other teams. In agile environments, the cross-functional team generally sits together or if remote, has some sort of shared workspace. They all go to the required team meetings. They understand the goal of the team and the users. They're experts, or they soon become experts, on that onboarding flow. Contrast this to how it might be done in a siloed environment. In that case, you might have different people assigned to the team depending on need, which can seem really flexible.
Until you realize that you end up with five different designers working on the project all at different times and they all have to be brought up to speed and they don't really understand why the other designers made the decisions that they did. Same with the engineers. And do not get me started on legal. Silo teams tend to rely more on documentation that gets handed between groups. And this can lead to a waterfall project where project managers or product managers work on something for a while to create requirements, which they then hand off to designers who work on designs for a while
and then they pass the deliverables on to engineering, who immediately insists that none of this will work and demands to know why they weren't brought in earlier for consultation. You get it. By working in cross-functional teams instead, the people embedded on the project get comfortable with each other. They know how the team works and can make improvements to it. They come to deeply understand their particular users and their metrics. They actually bring engineering and even design and research into the decision making process early to avoid the scenario I described above.
Designers can work to address the Dunning-Kruger effect to significantly enhance inclusivity and accessibility in design when they foster a culture of humility and openness. First, when designers recognize their own limits in understanding diverse user needs, they become more inclined to involve users from varied backgrounds in the design process. This involvement ensures that products cater to a wider range of abilities and perspectives, making them more accessible and user-friendly.
Second, when designers acknowledge the Dunning-Kruger effect, they encourage themselves to seek out and value expertise beyond their own, especially from individuals with direct experience of accessibility challenges. This can lead to more innovative and effective design solutions that better meet the needs of all users.
Third, when design teams understand this cognitive bias, they can create more inclusive work environments. They become more receptive to learning from each other, and recognize that everyone has unique strengths and areas for growth. This mutual respect and learning can lead to more collaborative and effective design outcomes.
In summary, when designers address the Dunning-Kruger effect, it can help break down barriers to inclusivity and accessibility in design. It promotes a more empathetic approach to design, where design teams can not just consider diverse user needs but also actively seek them out and integrate them into the design process.
See why accessibility is such a vital issue in this video:
Accessibility ensures that digital products, websites, applications, services and other interactive interfaces are designed and developed to be easy to use and understand by people with disabilities. 1.85 billion folks around the world who live with a disability or might live with more than one and are navigating the world through assistive technology or other augmentations to kind of assist with that with your interactions with the world around you. Meaning folks who live with disability, but also their caretakers,
their loved ones, their friends. All of this relates to the purchasing power of this community. Disability isn't a stagnant thing. We all have our life cycle. As you age, things change, your eyesight adjusts. All of these relate to disability. Designing accessibility is also designing for your future self. People with disabilities want beautiful designs as well. They want a slick interface. They want it to be smooth and an enjoyable experience. And so if you feel like
your design has gotten worse after you've included accessibility, it's time to start actually iterating and think, How do I actually make this an enjoyable interface to interact with while also making sure it's sets expectations and it actually gives people the amount of information they need. And in a way that they can digest it just as everyone else wants to digest that information for screen reader users a lot of it boils down to making sure you're always labeling
your interactive elements, whether it be buttons, links, slider components. Just making sure that you're giving enough information that people know how to interact with your website, with your design, with whatever that interaction looks like. Also, dark mode is something that came out of this community. So if you're someone who leverages that quite frequently. Font is a huge kind of aspect to think about in your design. A thin font that meets color contrast
can still be a really poor readability experience because of that pixelation aspect or because of how your eye actually perceives the text. What are some tangible things you can start doing to help this user group? Create inclusive and user-friendly experiences for all individuals.
The Dunning-Kruger effect influences client-designer relationships in terms of communication and expectations. When designers overestimate their abilities due to the Dunning-Kruger effect, they may promise more than they can deliver. This overconfidence can lead to unrealistic timelines or underestimating the complexity of a project, resulting in missed deadlines or subpar work.
On the other side, clients with limited knowledge in design might also fall prey to the Dunning-Kruger effect, and overestimate their understanding of the design process. Such clients may challenge professional recommendations, request unfeasible changes, or have unrealistic expectations, complicating the design process.
To mitigate these issues, designers need to place a key emphasis on effective communication. Designers should clearly explain their design choices, project timelines and the complexity involved. If they educate clients about the design process, they can help set realistic expectations and build trust.
Similarly, designers should practice humility, recognize their limitations, and be open to feedback. If designers acknowledge that there is always room for improvement, they can foster a collaborative relationship with clients, leading to more successful outcomes.
An understanding and addressing of the Dunning-Kruger effect in these relationships can lead to better communication, more realistic expectations, and ultimately, higher satisfaction for both clients and designers.
Take our Master Class How To Remove Bias From Your Products with Indi Young, Researcher, Author, Speaker and Coach, to understand more about bias and design.
The Dunning-Kruger effect is not culturally specific; researchers have observed it universally across various cultures. This phenomenon, where people with limited knowledge or skills overestimate their abilities, and those with more knowledge or skills underestimate theirs, reflects a basic human cognitive bias. It stems from the difficulty individuals have in accurately assessing their own skills and knowledge, regardless of cultural background.
Studies have shown that while the magnitude and manifestations of the Dunning-Kruger effect can vary among different cultures due to factors like societal values and education systems, the underlying principle remains consistent. For example, cultures that highly value modesty and self-effacement may see a less pronounced overestimation among the less competent. Conversely, in cultures that emphasize self-confidence and individual achievement, the effect might be more evident.
This universality suggests that the Dunning-Kruger effect is rooted in fundamental aspects of human psychology, such as the way people process information and evaluate themselves. It’s crucial to recognize this bias for personal development and improving skills accurately, regardless of cultural context.
Get a sharp view of what’s really going on in modern design and what designers truly need to know. Don Norman, the Grandfather of UX Design, shows clear views of what designers need to consider:
Let me talk about the issues in the 21st century – the issues that are faced by designers. I've talked a lot about human-centered design, in which I've said there are four fundamental principles. One is – well, it's *human-centered*, so we focus on the people. Second, we make sure we're solving the *right problem*, not just the symptoms. Third, it's a *system* – everything is a complex system.
Things are all related to one another. And fourth, we have to learn how to prototype, test, iterate, continually modifying what we're doing to make sure it really fits the needs and capabilities of the people we're designing for. Well, let's take a look at how that plays out in design. And what I want to do is I want to talk about four examples of what designers might be doing in the 21st century.
These come from a paper that I've written. Michael Meyer, who's a professor at the University of California Design Lab and also in the business school and before that actually a very senior executive in some of the major design companies in the world. He and I have written a paper called "Changing Design Education for the 21st Century" published in a journal called "She Ji", which is published at Tongji University in Shanghai. And I happen to be a professor there.
And we said, you know, there are basically four ways of characterizing designers. That doesn't cover everything, but it shows you the broad range. And the first one is like today's designer. So, we talk about Li Na. Li Na was asked to design a new lighting system for the home market. It probably will have LEDs, so you can— first of all, they can be broad and they could be in different shapes. And, second, you can change the color of the light, and you can do all sorts of wonderful things with modern LEDs.
So, that's her design task – let's produce a whole line of products for lighting up the home. That takes advantage of all the new, exciting things that are happening in lighting devices. That's a kind of challenge that today's industrial designers are capable of solving. It requires new materials and requires new thinking and thinking in out-of-the-box ways, if you will.
But it's very traditional because the way that design education goes today is primarily one of craft – learning the skills and craftsmanship that makes for beautiful, wonderful, delightful products. And I personally believe that that education today is really superb and excellent, and I see no need to change that. So, if you wish to design beautiful products that people will love and enjoy,
fine – the traditional design education works fine. You know, for example, I happen to love this pencil. It has a wooden barrel, has a very interesting shape, and it's just delightful; it's a very simple thing. But to me, it's delightful. And I keep losing my pencils. So, what I do is I buy several at a time and so I can replace them as I lose them. And I've been through, I don't know, 10 already. And one thing I like about the wood is as I use it,
it changes its color. The oils from the finger go into the wood, and it changes the coloration. And that makes it a personalized pencil – it's *mine*. The coloration of the wood is a function of me, so – but that's traditional design: no new things, no new education is required. So, let's take a second look. Let's talk about Jin. Jin is another designer.
And Jin has been asked to design a new radiological imaging system for the medical profession. So, radiologists like to take images of inside the body. They sometimes use infrared; they sometimes use ultrasound. Sometimes, they do MRIs – magnetic resonance imaging. Sometimes they do X-rays; sometimes they do – well, there's a wide variety of imaging – imaging methods. And they like to look at it when you do an MRI, you end up with slices of the body,
and they like to look at an image at a time, and they go back and forth, back and forth across the slices, trying to understand exactly what is happening. Now, suppose you're a surgeon, and, say, the radiologist has pointed out there's a tumor. And so, your job is to remove the tumor. Well, the radiologist looks at these individual two-dimensional slices and goes back and forth, back and forth and gets a really good
feeling, and they know what's going on. That isn't how a surgeon thinks. The surgeon thinks in three dimensions. And so, a surgeon wants that very same data in a very different format. Now, take the general practitioner; the general practitioner who actually is a person who's a physician – the doctor of the patient. That person has to talk to the family, has to talk to the patient and explain what's going on. And neither the patient nor the family understands all of the technology
and all of the words, the technical terms that are used in medicine. And so, here, what the physician needs is a way of picturing – showing a picture of what is happening but in a way that everybody can understand. And there are other people helping too during the operation, and they need different images to know what's going on, so *this* is the task. So, Jin has to prepare multiple ways of presenting
the information differently for the different people who are going to use it. This requires a different kind of expertise because it's a combination of extreme knowledge of the technology and what's possible and what modern imaging and modern graphics can do. But, second, they have to be *tailored for the people* – so, the very same information has to come out in different ways. Now, Jin is usually not capable of doing the programming,
not capable of doing the technology, but *is* capable – and this is important – does understand exactly what the needs are of each of the individuals that is going to use the system. And so, it's Jin's job to bring together the technologists – all the people with the specialized knowledge, but have them make sure that what they're doing is appropriate for the people who are going to use it. Most technologists don't do that, and if you look at the fancy imaging that gets
done and the fancy graphics and displays, oh, they're very pretty, but they may not match the needs of the people who use them. So, Jin's job is to understand how to make it match and remember, there's not a single answer – the answer is different for each of the population. So, if you're given that task to do, what is it you would need to know? You would need really good skills in what we call *design research* and understanding the tasks that
each of those different people are doing or the questions that, say, the family and the patient is going to have, which means spending a lot of time observing, watching, understanding the kinds of people that you're designing for. Now, you also have to know the technology because you want to know – you might want to say, "Gee, can we present this kind of an image?" And maybe the answer is, "Well, yeah, but that's kind of a virtual reality image and they'd have to put on a helmet in order to make believe they would walk through the body.
Would that work? Actually, that might work very well for the surgeon. It might very well work for other people. It may not be the right thing, though, for the family. And it may not be the right thing for the patient. So, you're going to need a tremendous amount of modern knowledge, but, again as a generalist, you know what's possible here, what's possible here, what's possible here, and – most important of all – you know who to call upon for that knowledge
and then you have to supervise a team because they probably want to go in their own direction and you have to say, "No, no, no. We're doing this for the surgeon, and we're doing this one for the family, and we're doing this one for the general practitioner, and we're doing this one for the nurses and technical staff." And keep them focused on the different requirements that they must meet. Now,
are you *ready* to do that? You have to not only know a wide range of things, but you also have to be a good administrator, if you will, a good manager, because you'll be managing across a group of people, because radiology is a *system*. So, that's two scenarios. Now, let's look at a third one. Say, that Kim was asked to develop a whole new sanitation system for a rural town in southern India:
No electricity, no pumps, but we need a sanitation system. How would you do that? Who would you have to bring in? And remember that the kind of technology that we are used to in building systems would not be available here. And, more importantly, the people would not necessarily accept it. They wouldn't understand it. And if something went wrong, they wouldn't know how to fix it and change it. And they themselves have to do it because they're in a rural community;
they're far from the big cities; they're far from established businesses and maintenance and repair people. They take care of things themselves, so you have to build something *with them* that they can handle. And the word "with them" – don't design *for* them, because if a foreigner comes into a location – and a foreigner can be somebody from the next city; it doesn't have to be somebody from a different country –
if a foreigner comes into a location and says, "Here's what I'm going to do for you and isn't this going to be wonderful?" people don't necessarily accept that. So, we have to do a version of co-design where we're working together with the people that we're designing for to make sure that they are very happy and they've had a major say in how it should be designed. So, that's a different kind of operation, different kind of working, where the skills of the designer become more and more skills of diplomacy,
skills of getting along with a wide variety of people, maybe kinds of people you don't normally interact with, because designers, on the whole, are well educated, and now we're going to work in a group, in an area where the people are *not* well educated. And, yes, we suggested that this is a problem in southern India, and you yourself might be from southern India, but you're not from the same people that you're designing for,
because, again, you're well educated and you're from a different – you probably live in a big city with lots of facilities and these people do not. So, that's the second way. How will you address that? What would you do? So, let me go one step bigger to a fourth example. The fourth example is Erin. Erin is heading a United Nations team to address one of the major societal issues of the world.
And the United Nations has a list now of 17 major societal issues that they feel have to be addressed. And one of them is hunger. And suppose that's your task – you're going to address hunger. Well, what does that mean? What do you do? Where do you get the foods and supplies? So, you need to know about supply chains, you need to know about what's available, you need to know about transportation. You also need to know about economics. You have to have a wide range of experts helping you.
You need politicians because this is a political issue in the end. You're going to need financial people to understand the economics of doing this. You're going to need a whole bunch of engineers, and you need agricultural experts and food experts and supply chain experts because food is going to come from a variety of places. You might grow the food locally, and some might have to be imported. And to grow food, it isn't just enough to say, "We're going to grow food!"; you have to make sure that the soil is the right type; you have to make sure there's enough water;
you have to make sure there may be fertilizer and the right kinds of seeds are going to be used because food comes in many different varieties and you have to plant the thing that's appropriate for the geography and for the environment. So, in doing this, you know, Erin is really more of a *manager* than a designer. And you might even wonder, "So, what's design got to do with this?"
Well, design is an interesting discipline because we always have to bring together people from a wide variety of areas, but *remember*: What designers bring is not only the fact that we actually do things and build things, but we focus on the *people*. And we make sure we're solving the *right problem*, and we treat everything as a *system*. And we also know we don't rush to a solution and say, "Here it is!" We do a little, small test and we test it out.
And we learn from that and we modify what we're doing and we do this over and over and over again. And these four characteristics are very unique to design, and they make all the difference in the world and success. So, even though this seems like a managerial job and one that isn't at all design, it is design – and the best people in the world to do this are designers. So, there you are – four different kinds of design problems,
each of them requiring different skills and different change from the traditional design of design as a craft. But all of those are going to be critically important for the future. We don't want to lose any one of them; we want to have all four of those different things going on, which means slightly different education for those who wish to go into these areas. But you don't necessarily have to get the education at a design school. You can teach yourself. Just remember to: Think in *systems*.
Remember to always be *learning*. Remember to always be *observing*. Remember to always, *always* *focus upon the needs of the people you're designing for* – *use their creativity*. You don't have to have all the answers. Quite often the people you're designing for have the answers. They just don't know how to implement them properly. There you are – a great challenge, but that is the future of design.
Tongji University by Daniel Foster (CC BY-NC-SA 2.0)
https://www.flickr.com/photos/danielfoster/4792534618/in/photostream/
In UX design, the Dunning-Kruger effect can significantly influence the outcomes of user research, often in challenging ways. In user research, this effect can manifest in several ways:
Participants overestimating their tech savviness: Users with limited technical expertise might overestimate their ability to navigate complex interfaces. This can lead them to provide overly positive feedback on a product that might actually be confusing for the broader user base.
Researchers' bias: UX researchers, especially those new to the field, might overestimate their ability to interpret user behavior accurately. They might potentially overlook critical insights or misinterpret user feedback due to a lack of experience.
Design decisions that come from flawed insights: When either users or researchers overestimate their understanding, the insights they gather can lead to design decisions that do not accurately address user needs or solve the right problems. This can impact the product's overall usability and effectiveness.
To mitigate these effects, it's crucial for UX teams to foster a culture of continuous learning, encourage humility and ensure the team and stakeholders consider diverse perspectives. When teams employ mixed-method research approaches and validate findings through multiple rounds of testing, it can also help counteract the biases that the Dunning-Kruger effect introduces. This can lead to more accurate and user-centered design outcomes.
Take our Master Class How to Conduct Effective User Interviews with Joshua Seiden, Co-Author of Lean UX and Founder of Seiden Consulting.
Gibbs, S. (2016). The above average effect in an end-user computing context (Doctoral dissertation, Department of Tourism, Sport and Society).
This doctoral thesis by Gibbs (2016) explores the above-average effect within the realm of end-user computing (EUC), shedding light on how this social bias manifests in a rapidly evolving domain crucial for many workplaces. By merging the concepts of the above-average effect and EUC, the study offers a unique perspective on how personal factors interact with cognitive biases to shape perceptions of skill levels in oneself and others. The research not only confirms the presence of the above-average effect in EUC but also uncovers unexpected interactions between variables that moderate its impact, challenging previous assumptions. Additionally, while mixed evidence regarding the Dunning-Kruger Effect's role presents, the study highlights the complexities of cognitive biases in dynamic environments like EUC. Overall, this work contributes significantly to understanding biases in skill assessment and has implications for training and skill development in modern workplaces.
2. Zhou, Q. (2020). Cognitive Biases in Technical Communication. In 2020 IEEE International Professional Communication Conference (ProComm). DOI: 10.1109/ProComm48883.2020.00012.
Zhou's (2020) paper on Cognitive Biases in Technical Communication, presented at the 2020 IEEE International Professional Communication Conference, delves into the crucial role cognitive biases play in shaping communication within technical contexts. By categorizing biases related to past experiences, stimuli response, decision-making, and social contexts, the paper offers insights tailored for technical communicators and users in engineering fields. This work stands out for its practical approach, providing examples and strategies for addressing and leveraging cognitive biases to enhance communication effectiveness. By highlighting the significance of understanding these biases, the paper contributes to improving engineering communication practices and user experiences, making it influential in the field of technical communication.
1. Lidwell, W., Holden, K., & Butler, J. (2023). Universal Principles of Design, Updated and Expanded Third Edition: 200 Ways to Increase Appeal, Enhance Usability, Influence Perception, and Make Decisions (Volume 1). Rockport Universal.
Universal Principles of Design by Lidwell, Holden, and Butler has been influential for its comprehensive coverage of essential design principles across various disciplines. The book's format makes it accessible and practical for designers of all levels. By encompassing concepts from marketing campaigns to complex control systems, this encyclopedia serves as a valuable resource for designers, engineers, architects, students, and anyone looking to enhance their design expertise and creativity.
2. Moore, K. (2024). The Dunning-Kruger Conundrum: Decoding Human Overconfidence, Expertise Deception, and the Lemon Juice Heist That Inspired a Psychological Revolution (Cognition Insights Series Book 3) [Kindle Edition].
The Dunning-Kruger Conundrum by Kurt Moore delves into the intriguing story of the Lemon Juice Heist involving McArthur Wheeler, which led to the discovery of the Dunning-Kruger Effect. Through this captivating narrative, Moore explores the complexities of human overconfidence and the deception of expertise. By unraveling cognitive biases that fuel unwarranted confidence, the book sheds light on the delicate balance between actual knowledge and perceived knowledge. With relatable anecdotes and real-life examples, Moore navigates readers through the nuances of cognitive illusions, offering insights that resonate with personal experiences. This book serves as a mirror reflecting the intricacies of human thought processes, providing a fresh perspective on self-awareness and decision-making in a world filled with illusions.
Remember, the more you learn about design, the more you make yourself valuable.
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Here's the entire UX literature on the Dunning-Kruger Effect by the Interaction Design Foundation, collated in one place:
Take a deep dive into Dunning-Kruger Effect with our course User Experience: The Beginner’s Guide .
If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!
“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”
— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup
As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.
In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.
You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.
If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.
In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.
In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience.
In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.
In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.
You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:
Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data
Ann Blandford, Professor of Human-Computer Interaction at University College London
Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics
Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups
Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile
Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking
Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile
William Hudson, User Experience Strategist and Founder of Syntagm
Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.
You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.
You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.
You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.
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