Innovation in UX/UI Design

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What is Innovation in UX/UI Design?

Innovation is the lifeblood of user experience (UX) design. As technological advancements continue to shape the digital world, designers aim to push boundaries to meet evolving user needs and expectations. To be innovative, designers rethink established norms, embrace new technologies and find creative solutions to complex problems. 

UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains important points about innovation: 

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    Let's talk about the difference between big,  innovative changes to our product and small, incremental improvements, and the kinds of research  that you might need in order to make these changes. We'll start with the incremental  improvements because that's really the most frequent kinds of changes  that we make as designers and researchers. While we all like to talk about designing things  from scratch or making huge, sweeping changes,

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    the vast majority of people spend a lot of their  time working on existing products and making them a little bit better every day. So, imagine you're building your new job marketplace to connect job seekers with potential employers. The product works. It's out in the real world being used by folks to find jobs every day. It's great! You made a thing that people are using, for money. Now, your product manager is looking at the metrics and they notice that a bunch of people are signing up and looking at jobs but they're not applying for anything.

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    Your job is to figure out why. So, what do you do? You can go ahead and pause the video and think  about it for a minute if you want. There are a lot of different options you could go with here, but at the very least you're going to want to figure out the following things: Where are people stopping  in the process and why are they stopping there? You'll probably want to dig into metrics a bit and  figure out if folks do anything besides just look at jobs. Do they fill out their profile? Do they  look at job details? Do they click the Apply button? And then do they give up at that point? Or do they never actually even get to that point?

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    Once you know where they're giving up, you'll  probably do some simple observational testing of actual users to see what's happening when  they do drop out. You'll probably also want to talk to them about why they're not applying. Maybe you'll find out that they get frustrated because they can't find jobs in their area. Well, that'd be great because that's really easy to fix; if that's the problem, maybe you can try letting them search  for jobs near them. That's an *incremental change*. Now, what do we mean by that? It doesn't necessarily mean that it doesn't have a big impact on metrics.

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    Things like this can be hugely important for your metrics. If you manage to get lots more qualified candidates to apply to jobs, that's a huge win for the employers who are looking for great employees and it doesn't matter that it was just a simple button that you added. But it's not a wildly innovative change.  In fact, it's a pretty standard feature on most job boards, and it's a very small improvement in terms of engineering effort, or at least it should be. If it isn't, there may be something wrong with your engineering department... which is a totally different course.

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    This change is *improving an existing flow*, rather than completely changing how something is done or adding a brand-new feature. OK, now, imagine that you're doing some observational research with your job applicants and you learn that for whatever reason they really don't have very much access to computers or they're not used to typing on a keyboard. This might lead to a very different sort of change than just searching for jobs in their area. Rather than making a small, incremental improvement to a search page, you might have to come up with an entirely  different way for candidates to apply for jobs.

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    Maybe they need to film themselves using their  phone cameras. This is a much larger change; it's *less incremental* since you're probably going to have to change or at least add a major feature to the entire job application process. You'll probably have to change how job seekers get reviewed by potential employers as well since they'll be reviewing videos rather than text resumes – which they might not be used to. This is a big change, but it's still incremental because it's not really changing what the product does.

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    It's just finding a new way to do the thing that it already did. OK, now, let's say that you have the option to do some really deep ethnographic research with some of your potential job applicants. You run some contextual inquiry sessions with them or maybe you run a diary study to understand all of the different jobs that they look at and learn why they are or aren't applying. Maybe in these deeper, more open-ended research sessions, you start to learn that the reason that a lot of potential job applicants drop out is because they just don't have the skills for the necessary jobs.

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    But what could *you* do about that? Well... our only options are either to find different applicants, find more suitable jobs or create some way to train our users in the skills that they need for the kinds of jobs that are available. All of those are really pretty big, risky ventures, but they just might be what we need to do to get more applicants into jobs. These are very big, and a couple of them are fairly innovative changes.

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    If the company pivots into, say, trainings and certifications or assessments, that definitely qualifies as innovation, at least for your product, but *how* does the research change for *finding* each of these sorts of things? Couldn't you have found out that applicants aren't qualified with the same types of research that you used to learn that they wanted to search by location? Maybe. Sometimes we find all sorts of things in  very lightweight usability-type testing, but  *more often* we find bigger, more disruptive  things in deeper kinds of research – things like contextual inquiry, diary studies or longer-term relationships that we build with our customers.

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    Also, bigger, more disruptive changes often require  us to do more in-depth research just to make sure that we're going in the right direction  because the bigger it is the more risky it is. Let's say we ran some simple usability testing on  the application process. That would mean we'd give applicants a task to perform, like find a job and apply to it. What might we learn from that? Well, that's the place where we'd learn if there were any bugs or confusing

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    parts of the system – basically, *can* somebody apply for a job? It takes more of a real conversation with a real user or a potential user to learn why they're not applying for jobs. It's not that one kind of testing is better than the other; it's that you can learn very different things with the different types of testing. Some types of research tend to deliver more in-depth learnings that can lead to big breakthrough changes, while other types of  research tend to lead to smaller, more incremental but still quite useful and impactful changes. Both are extremely useful on agile teams, but you may find that the latter is more common just because many

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    agile teams don't really know how to schedule those big  longer-term types of research studies, while running quick usability testing on existing  software is quite easy and can even often be automated.

 

Table of contents

Why is Innovation Vital to UX Design?

What makes the most popular digital products like mobile apps so successful? Is it that they solve problems in the most intuitive ways? Is it because they’re visually appealing with appropriate brand or industry colors and a minimalist look? Or maybe it’s because the brands’ user and market research departments zeroed in on the right parts of the customer experience—the ones they would need to create products that meet target users’ needs in full, and even dazzle them.  

How a user interface (UI) guides users, the aspects of its visual design and how well it meets user needs are certainly vital factors—but one point in particular stands out for them as existing products. Before they went into product development, professionals had to work hard at generating ideas that found their way to the surface in what would become innovative solutions. 

A screenshot of Google's home page.

Household name Google's iconic, minimalist UI was once an innovation—and it remains popular because it stays relevant as a go-to for users around the world.

© Google, Fair Use

It might sound like a truism to state that design without innovation would be an oxymoron. However, if product design and innovation were not to connect, the results would include many bland retreads of a few original themes. There would be a near-total stagnation, with little choice and nothing substantial to differentiate brands in the marketplace. Fortunately, it’s human nature to advance—and UX design and innovation are synonymous. Designers and brands who aim to create successful design solutions for target audiences know that for successful service and product design, innovation—and the ability to remain innovative—is key.   

A screenshot of Airbnb listings in Baku.

Airbnb’s concept remains an innovation that rethinks accommodation and empowers users around the world to sample richer aspects of their hosts’ services.

© Airbnb, Fair Use

The digital landscape of the 21st century has delivered many innovations that users quickly take for granted as they absorb them into everyday life. Examples include increasingly sophisticated micro-interactions and micro-animations like swiping a touchscreen or a celebratory animation for completing a task. This landscape presents UX designers with a continuum of ongoing challenges and opportunities to shape the future of design. It’s a continuum that is constantly evolving—perhaps not so much like the frontier of a territory as it might be more like a winding road in an impossibly large forest, with many hidden caves and cavern systems, awaiting discovery. Many of these undiscovered areas will be loaded with treasures to deliver to users and profits to brands.  

However, with innovation comes risk. Consider the conveniences of innovations like biometric technologies such as facial recognition and fingerprint scanning—and the potential challenges to users’ privacy they might present. As technology progresses further into different spheres of human life, there may even be some unforeseen risks that will take maturity in the industry—and experience with the technology involved—to identify in full. What’s more, a technology itself is not what appears in the marketplace: Products that innovatively tap technology do. Plus, how users receive a new product or service—and ideally adopt it—takes a design team’s careful consideration to plan for and accommodate. 

CEO of Experience Dynamics, Frank Spillers explains user adoption: 

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    So, this user adoption lifecycle is something that we found to be true based on about a dozen years of analyzing our client app projects at Experience Dynamics, my UX consulting firm. And just so you understand what's happening is that with websites users judge a website; they visually judge it;

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    it's actually like a very precognitive – they're not even aware; it's a 50-millisecond kind of snap decision, and they look at a site and if it's beautiful they say, 'Oh, that must be easy to use.' But mobile apps don't get that kind of luxury, because it's – you know – you're downloading, installing something; you don't go into the App Store or Google Play Store and look at the look and feel of an app. It's more like what it'll do for you, and you're usually driven to it by a task such as... 'learn yoga' or 'discover somebody near me'

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    or 'install a VPN' or whatever the thing might be that you're using the App Store for. So, the next one on this kind of curve – so let's assume *visual judgment* is gone in mobile. *Cognitive judgment* is kind of the thinking. It's when I'm thinking like, 'Oh, what do I do? Where do I go?' And web apps are classic for falling into this kind of poor ease of use trap. Web applications you log in and it's like: 'Where's my tasks?

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    What do I do?' It's just classic with web applications – it seems like, anyway, or at least they started out that way. They've gotten better over the years and gotten more task-oriented. But the context there is that it's not like a consumer, like a website typically. With a web app, it is a B2B user – most likely it's a B2B user – or if it is a consumer, they're logging into their bank account or whatever, they're not there to look at the branding and the visuals. It's very much like 'I need to get my stuff done.'

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    So, that's what I mean by cognitive judgment. So, with mobile we don't really have that, because there isn't really the time to sort of even stop to think. It's much quicker, and that's why you have such a high uninstall ratio with apps. So, I like to say that this lifecycle sort of starts – I mean, it includes, of course it touches I guess very briefly on these other ones, but really starts with *emotional judgment*. And emotional judgment is – you know – 'Does this have what I need?

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    Is this going to do what I need it to do, like quickly?' So, you might try it; you might turn on the VPN; you might try chatting with someone, or you might begin searching and then find 'Ah – there's nothing here! Oh it's not connect— it's not fast! I'm not really sure if it's connecting! I'm not sure what's going on!' And that's the emotional judgment of that kind of unfulfilled desire, and of course you want it to look good; so, good visual judgment. Of course you want tasks to be apparent, so good cognitive judgment. But really the party with mobile starts on emotional judgment. So, it's like

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    make sure that you have a *very strong value proposition*, a *very strongly differentiated experience* where it's like, 'Oh, yeah, it looks great. I know exactly what to do, and it's got what I need.' If you get that established, then you can go to the sweet spot, which is this intention to return or intention to keep the app. And after that, after that trust is built and that reflection, which is,

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    Don Norman in his Emotional Design model talks about reflection as kind of like a 'Hmm, would I keep that? Would I recommend it to a friend? I like that app. I'm not going to uninstall it.' I almost think of it like the test is like, you could ask a user this as well: If you had to delete 10 apps, which of these 10 apps would you delete and see if yours is in that list? So, if the app is so important it's fulfilling a really important role, the user will keep it and try and keep it no matter what.

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    So, starting with that kind of sense of mobile is highly emotional, that you want users to stick with your app to keep it there, knowing that that's your design goal and that you want to kind of hit that triangle and make sure you don't lose your users, otherwise they'll leave or defect – that's really what user adoption for mobile is all about.

 

Another aspect of the place of innovation in design in this sense is the balance between a reliance on UI design patterns—established design norms that assure the designers who apply them well of reasonable chances of success for their brands—and pushing at the edges of what’s possible. The latter takes sparks of creativity—often generated during ideation sessions. It can lead a design team to adapt or rethink conventional approaches to digital products. Alternatively, they might inventively disrupt the status quo altogether and turn the usual ways of doing things upside down. 

Watch our short video to understand more about UI design patterns: 

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    User Interface Design Patterns are recurring components which designers use to solve common problems in interfaces. like, for example, when we think about those regular things that often are repeating themselves to kind of appear in, you know, in complex environments We need to show things that matter to people when they matter and nothing else. Right. it's just really sad what we see. Like, for example, if you look at Sears, right? Sears is just one of the many e-commerce sites, you know, nothing groundbreaking here. So you click on one of the filters and then the entire interface freezes

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    and then there is a refresh and you're being scrolled up. And I always ask myself, is this really the best we can do? Is really the best kind of interface for filtering that we can come up with, or can we do it a bit better? Because we can do it a bit better. So this is a great example where you have galaxies and then galaxies, you have all this filters which are in rows. Sometimes they take three rows, sometimes four or sometimes five rows. That's okay. Show people filters, show people buttons if they important show them.

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    Right. But what's important here, what I really like is we do not automatically refresh. Instead, we go ahead and say, "Hey, choose asmany filters as you like", right? And then whenever you click on show results, it's only then when you actually get an update coming up in the back. Which I think is perfectly fine. You don't need to auto update all the time. And that's especially critical when you're actually talking about the mobile view. The filter. Sure, why not? Slide in, slide out, although I probably prefer accordions instead.

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    And you just click on show products and it's only then when you return back to the other selection of filters and only when you click okay, show all products, then you actually get to load all the products, right? Designing good UI patterns is important because it leads to a better user experience, reduces usability issues, and ultimately contributes to the success of a product or application. It's a critical aspect of user centered design and product development.

 

Designers typically have a choice as to how much they can—or should—push at the edges of the established patterns and ways of doing things. Under the right conditions, they can showcase their expertise through design patterns that become truly their own. From there, they can score resounding wins for the brands they work for, the users they serve—and their own UX portfolios as examples of their creativity. They can include the evidence of how they came to access such imaginative heights in embracing new technologies and finding such creative solutions to complex problems through—for example—out-of-the-box thinking. 

Author and Human-Computer Interaction Expert, Professor Alan Dix explains how to think outside the box: 

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    You've probably all heard that phrase  'thinking out of the box'. Everyone tells you, 'Think out of the box.' And it sounds so easy, and yet it's so difficult. If we're talking about theory and creativity, then we've got to think about *de Bono and lateral thinking*. So, if you're thinking out of the box, then lateral thinking is almost, not quite but almost, the same thing in different words.

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    And this idea of doing things that are breaking the mold, that are not following a line obviously covers a lot of creativity  techniques, but particularly lateral thinking, de Bono's lateral thinking. The idea there is you've got, wherever you are, you've got your problem; you've got your start point. *Linear thinking*, in de Bono's terms, is very much about trying to follow the standard path, going along. So, if you're doing mathematics, you might pull the standard techniques off the shelf.

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    If you're writing a poem, you might be thinking line by line and thinking how each line fits and rhymes with the one before – if you're doing rhyming poetry, that is. So, it's all about following the same path of reasoning going on and on. *Lateral thinking is about trying to expand.* So, instead of following the same path of  reasoning, are there *different places to start*? You know – are there different ways of thinking  from the way where you are?

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    So, it's about trying to expand your idea of where you are outwards. So, that might be thinking of different solution strategies, so it might be thinking of different ways to start. Crucially, though, if you want to see out of the box  or get out of the box, you actually often need to *see the box*. If you're literally in a cardboard box, you know you're in it. But mental boxes – you don't actually know you're in them. It's not that there's a cardboard wall and you don't go beyond it.

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    It's more like a hall of mirrors, so you  never realize there's anything outside at all. Sometimes, *unusual examples* can help you see that. And that's, again, part of the reason for the bad ideas method, like *random metaphors* – things that, as soon as you've got something that *isn't in the box*, even if it's not a very good thing, it  helps you to realize because you say, 'Well, *why* isn't this a good solution? Why doesn't it *work* as a solution?'

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    And as you answer that question about why, what you're doing is you're *naming that cardboard wall*. And once you've named the cardboard wall and you know it's there, you can start to think of what might be outside of that box but perhaps is a better solution. If you think about some of the analytic method— combining those, those are about building a map of the territory, which is very much about naming the box, naming the walls, naming the boundaries, and by naming them, by seeing from a  distance what is there,

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    being able to then think of alternative solutions that are completely different. So, both alternative solutions help you to see the territory, help you to see the box. Of course, by seeing the box, that gives you the potential to have alternative solutions and actually you can iterate back and forth between those and hopefully build a better understanding  of what is there and what is constraining you. If you understand what's constraining you, then you can start to break those constraints.

 

Innovation is both a process and a reward in a self-perpetuating system. Clients with ideas for new products and services—or exciting new variations on existing ones—seek designers who can mirror their passion and vision, and translate it to workable and bankable marketplace wins. In any case, the natural flow of—and need for—technological advancement reflects the nature of human users. What’s new and exciting in the marketplace needs to stay as novel and as exciting as it can—and needed and desired—long into the future. Design history features many examples of innovations that have fared differently over time, with technology such as MiniDisc players, Google Glasses and smartphones, and brands such as Apple, BlackBerry and Nokia.  

An image showing two Apple iPhones.

Innovative UX design examples include Apple’s iPhone. This UX design innovation remains popular and exciting—Apple have their finger on the pulse of what smartphone users desire and know how to more than live up to the expectations of a loyal user base.

© Apple, Fair Use

What are the Benefits of Innovative UX Design?

Perhaps a better way to frame that question at first would be to ask what the risks are of not being innovative.  

“Most innovations fail. And companies that don't innovate die.” 

—Henry Chesbrough, Innovation Thought Leader who launched the "Open Innovation" paradigm 

In the dynamic reality of modern design, brands know that it takes a unique approach just to survive in the market—let alone conquer a substantial share of it. The rise of the smartphone has offered a kind of stable playing field for UX and UI designers. Nevertheless, technology continues to evolve, and no brand can afford to be complacent in any case. Designers need to keep advancing so that they can: 

1. Examine The Most Avenues in Their Design Process

A diagram showing the 3 lenses of design thinking.

The design thinking innovation process empowers designers and design teams to work out what and where the goal is.

© Interaction Design Foundation, CC BY-SA 4.0

For true innovation, a UX design process such as design thinking is ideal. Since the design thinking process encourages such a vast exploration of the problem space and solution space, designers—and the team members they have ideation sessions with—can stand back and reapproach and reframe—and even radically depart from traditional ways of assessing—design problems and users’ needs and scenarios.  

UX Strategist and Consultant, William Hudson explains important points about design thinking in this video: 

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Divergent thinking techniques such as out-of-the-box thinking and bad ideas offer valuable leeway for design teams to get the distance to look at problems and contexts from new and unimagined perspectives. Once they access these new angles, team members can sift and sort the ideas they generate via convergent thinking and then weave workable insights into prototypes they can test.  

Professor Alan Dix explains divergent and convergent thinking: 

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2. Drive User Engagement

Another component in the calculus of design innovation is the often-elusive goal of not just to attract users with a new design, but to keep them actively involved, interested and satisfied with a product that’s new, exciting and truly “different” to distinguish the brand that users will be loyal to. Designers therefore need a clear idea of the user journeys on which the people who will encounter new products or services will find themselves: 

Frank Spillers explains key points about user journeys: 

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    I wanted to just spend a little bit of time on the *user journey*. So, we can see how important user research is to creating really compelling value propositions and creating value for organizations that are trying to use service design to innovate, improve, streamline and smooth out. Well, there's nothing better to tackle that with than the user journey.

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    I wanted to just spend a little bit of time on this technique in case you didn't have that much experience with it or maybe you were doing journeys in a way that was different to the way I'm going to present to you. At least, I just wanted to share a template with you that can give you better access to what you're looking for. For me, now, a journey is something that you *build on*. So, first off it's your *customer journey*.

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    And on that is your service blueprint. And remember that the journey is going to reveal those cross-channel like, say, *breakpoints*, *pain points*, *disconnects* that you can map in the different *swim lane diagrams* – is the official term for a journey map. So, it comes from that – these swim lanes. And so, you'll have like maybe your channels here – you know – you'll have your user tasks here, pains and gains, or you can just have positive (+) or negative (-).

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    And I tend to change my user journeys, try and improve them, try and improve them. One of the problems that I find with journey maps – and they became very popular, I think around 2010, maybe, was the heyday of user journeys – 2010 / 2012, maybe. It was all about this beautiful big visualization. Let's be clear: A customer journey map is *not* about impressing your team

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    with really cool, big swim diagram visualizations with tons of little icons. It's a document like all deliverables in a human-centered design perspective. It should work for the internal teams that are using it as a decision-making document *as well*. The thing about the journey map that's particularly of value to the service designer is that it's happening across time

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    or across stages or across goals. So, the stages of, say, the life cycle – you know – you might have Research, Compare, Purchase, then the Return shopping. In other words, it's not just the purchase. A lot of conversion optimization and approaches to selling online just focus on this part here: the compare and purchase, or the funnel – if you will – the purchase funnel. And I think it's important to have the acquisition as much as the retention.

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    This is the conversion here. So, these two steps are the conversion steps. It's important to have *all* those steps represented. *Happy / sad moments* – you can have a little smiley face; *disconnects and breaks* – you know – so that you're like: "Ah! This is a break right here. They're on their phone, and they're researching, but the site's not responsive or it's *partially* responsive. And then, compare – when they go to compare, it only allows three items. So, it's like "Ohh!" – and then we have a quote from the user going:

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    "Why does this only allow (imitated mumbling)?!" – you know – something communicating the pain point. The other thing it's going to have is your reflections from your ethnography, from your personas. It's going to have those real-world contexts, basically. Instead of basically making it up and doing it internally, you're going to base it on user data. You'll also want to have *recommendations*. So, down here at the bottom you can have a list of recommendations

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    as well. This is an example of a journey map we created. And you can see the touch points we've added along the way. So, we have these different stages. We've got this – as the user walks through. So, we have Pre-apply, Apply, Post-apply. This is an online application journey. And we have the various channels that are occurring there. We've got the pain points represented. And the steps are:

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    Discover, Research, Apply, Manage and Dream. Discover was important because a lot of people didn't know that the offers were there. This is for getting an account. And basically the value proposition is you're going to have these offers – targeted offers – sent to you. So, the key is to find out how people are currently applying and at what stage makes sense to offer them these upsells, basically. And that's the value add that's being offered here.

 

User engagement is a key metric for understanding how users interact with a product or service and whether they find it valuable. Innovative UX design plays a vital role in this formula, as designers work to: 

  • Improve usability: Innovative products should be easy to navigate and use effectively. They should have intuitive qualities that users can take to without detailed instruction. 

  • Increase satisfaction: Users are more likely to come back to and recommend products that have innovative designs. They’re a sign of a forward-thinking company that looks to both the future and their users’ futures. 

  • Boost the chances of success: Innovative UX design helps products fly high to reach solid goals, with more sales and strengthened customer loyalty. 

  • Incorporate AI-driven personalization and real-time optimization: With advances in AI, designers can integrate it inventively into UIs and further boost user engagement—and their brands’ conversion rates. 

Product Design Lead at Netflix, Nival Sheikh explains vital aspects about ethical AI: 

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3. Stay Competitive in the Digital Landscape

Innovation is a pressing need for the survival and sustainable growth of companies, and innovative UX design helps organizations: 

  • Stand out in a competitive market: A brand that can offer exceptional and user-centered experiences can enjoy sustainable advantages over competitors. 

  • Attract new clients: For agencies and designers, it’s a massive asset to have original design patterns to showcase to potential clients. The evidence of this expertise can lead them to work on more exciting projects with brands that seek to differentiate themselves. 

  • Reflect company values: Innovative products often call for equally innovative digital properties to support them. That makes designers who create innovative designs more attractive to forward-thinking companies. One of the most vital values a brand can exhibit—and an aspect that designers mustn’t forget as they innovate—is a commitment to accessibility and inclusive design. 

Watch our video to understand the vital nature of accessibility in design: 

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    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,

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    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

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    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

  4. 00:01:30 --> 00:02:02

    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

  5. 00:02:02 --> 00:02:20

    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.

 

 4. Meet Evolving User Expectations

User preferences and expectations are constantly changing. Innovative UX and UI designs help meet these evolving needs since they can: 

  • Adapt to technological changes: Most people quickly adapt to technological advancements, making them more open to innovations that positively contribute to their lives. 

  • Create intuitive interfaces: Innovations like kebab menus have long since become established web design patterns—to simplify and declutter interfaces, especially on mobile sites.

  • Embrace emerging technologies: Technologies like artificial intelligence (AI), voice interfaces, blockchain, IoT and wearables offer new ways to enhance user experiences and meet changing expectations. 

A diagram showing 6 common elements of design thinking frameworks.

When a brand’s design team applies this framework well, it can afford to consider innovation as a learning process embedding design thinking—and take the time to arrive at the best solutions.

© Interaction Design Foundation, CC BY-SA 4.0

What are Key Areas for UX Innovation?

Here are some notable ones: 

1. AI and Machine Learning Integration

Artificial intelligence and machine learning (ML) have become essential tools in UX design. They’ve revolutionized the way designers create, personalize and optimize user experiences. AI and ML algorithms can: 

  • Analyze large volumes of user data to identify patterns and insights. 

  • Predict user behavior and anticipate needs and preferences. 

  • Optimize the user journey for a more intuitive experience with tailored content. 

When mindful and innovative designers integrate AI into UIs, they can greatly boost user engagement and conversion rates through personalization and real-time optimization. AI-powered tools also automate tedious tasks and let designers focus on more creative and strategic work from higher altitudes. 

A diagram showing attributes and examples of narrow AI and general AI.

The potential for AI in innovative design is immense—and calls for responsible and ethical study and application.

© Interaction Design Foundation, CC BY-SA 4.0

2. Voice and Gesture Interfaces

Voice and gesture-based interfaces have evolved to highly sophisticated levels. Smartphone screens and Alexa devices are prime examples of how embedded these technologies are as staples of design and household names. What’s more, the advent of AI and machine learning has taken these interfaces to new heights, and made them increasingly sophisticated and user-friendly. 

Key considerations for designing voice- and gesture-based interfaces include: 

  • Natural language processing and speech recognition for voice interfaces. 

  • Context-appropriate design based on the user's environment and tasks. 

  • Intuitive and easy-to-perform gestures for gesture-based interfaces. 

These interfaces offer many benefits that modern users have become used to—and that users expect to develop further and in new ways for their use—such as hands-free interaction and improved accessibility for users with disabilities. However, designers must be mindful of potential challenges such as providing adequate feedback, establishing good user experiences and addressing privacy concerns. 

3. Augmented and Virtual Reality Experiences

Augmented reality (AR) and virtual reality (VR) are continuing to transform UX design and users’ lives. From their early days as novelty experiences, for example, innovative AR and VR designs have grown to become ingrained in the popular psyche. Immersive and interactive experiences integrate digital data with the user's environment in real-time, allowing for more natural and intuitive interactions. 

Watch Frank Spillers explain fascinating points about AR and its importance in the modern design world: 

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Key aspects of AR and VR for designers to keep innovating include in how they can: 

  • Create tridimensional interfaces for more natural interactions. 

  • Develop virtual prototypes for early user feedback and testing.   

AR and VR technologies can also leverage sensors and AI to collect data about user behavior and preferences, which can enable highly personalized experiences. These immersive technologies continue to open up new possibilities for data visualization, accessibility and gesture-based interactions. So, they’re prime areas of attention for designers to focus pushing at the boundaries of—and help users emerge into powerfully helpful new conveniences that may become staples in everyday life. 

Author and UX Pioneer, known as the Father of UX Design, Don Norman explains important points about the future of AR and VR in design: 

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How to Overcome Barriers to UX Innovation?

Designers encounter the professional face of innovation in many aspects of their lives, and it’s here where they can flex their imaginations and stoke powerful engines of creativity: 

Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about the nature of creativity: 

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At the same time, the workplace is the main area for designers to explore and tap innovative insights. So, it’s vital to:

1. Nurture a Culture of Creativity

Designers and the teams they ideate and iterate with need an environment that’s conducive to creativity—one that doesn’t stifle wild-sounding notions with judgments. This involves thinking outside the box and developing exciting ideas for user interfaces that offer exceptional experiences. To encourage new and even seemingly crazy ideas among team members can lead to innovative breakthroughs. It's important to remember that great ideas often sound unconventional at first. 

To stimulate creativity, designers can: 

  • Use design thinking exercises to encourage collaboration and facilitate problem-solving. 

  • Employ structured but open-ended frameworks that foster creativity. 

  • Challenge assumptions and explore diverse perspectives. 

  • Treat uncertainty as an opportunity for meaningful and creative solutions. 

Professor Alan Dix explains the bad ideas approach to innovation: 

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  1. 00:00:00 --> 00:00:34

    In this video, I'm going to give you an exercise to do. It's going to be an exercise in *bad ideas*. This is where I tip your brain towards madness. But, hopefully – the boundary between creativity and genius and total madness  is often said to be a thin one; so, by pushing you a little towards madness, I hope to also push you a little towards creativity.

  2. 00:00:34 --> 00:01:06

    And hopefully, you can control the madness that comes there. But we'll see as it goes along. So, what I want you to do is – you know  how hard it is to think of good ideas; everybody says, "Ah! Let's have a brainstorming session and have lots of ideas!" and (sound effect), right? So, if it's so hard to think of good ideas, why not think of a *bad idea*? So, what I'd like you to do as an exercise is just to think of a bad idea or a silly idea, a completely crazy idea.

  3. 00:01:06 --> 00:01:31

    Now, it might be about something that you're doing at the moment. Or it might be a particular problem you've got. And so, what would be a really bad idea... for sending notifications to people about something you want to get them engaged in? Perhaps you could send them an email every three seconds or something like that! So, it could be that kind of bad idea, or  it could be just an idea from the world.

  4. 00:01:31 --> 00:02:03

    And it could be a Heath Robinson sort of bad idea – something that's complex and arcane and that. Or perhaps – and this is probably a good one to start with – just an *oxymoron*. So, something like a chocolate teapot, so something that appears to be really crazy, really silly; a car without an engine – I remember once in a session we had this – that doesn't seem like a good idea. So, you've got your bad idea – it may be a chocolate teapot

  5. 00:02:03 --> 00:02:32

    or it may be the car with no engine or something like that. What I want you to do now is – I'm going to take you through some prompt questions. First of all, this was a bad idea – the reason you chose it was because it was a bad idea. So, what I want you to do is say to yourself, "What is bad about this idea?" So, think of the car without an engine. What's bad about a car without an engine? Well, it doesn't have an engine; it's obvious, right?

  6. 00:02:32 --> 00:03:04

    So, you start off with that. Now, you might think a bit more. But then I want you to dig and say, "Well, *why* is that a bad idea?" Well, it's not got an engine – it can't go anywhere. Then dig a bit back further; so, are there things that you can think of that are like that, that have that property? So, for instance, a car without an engine can't go anywhere. Are there things that can't go anywhere that's actually a good idea? Well...

  7. 00:03:04 --> 00:03:31

    a garden shed: a garden shed doesn't go anywhere, but that's not a bad idea. And, in fact... you might want to have something that can't be stolen; you don't want that to go anywhere. So, that's not a bad idea. So, if you can think of things that appear to share the bad thing but actually aren't bad, what's the difference? Why is not having an engine, why is not being able to go anywhere bad for the car but not bad for the garden shed?

  8. 00:03:31 --> 00:04:00

    And as you dig into this, hopefully  you start to understand better these things. You can also go the other way around. So, you *know* this is a bad idea, but maybe there's something good about it. It hasn't got an engine; it's not polluting. Wow, we've got a green car! It will be green because all the moss will grow on it because it doesn't drive anywhere, but – you know – "This is good, surely?!"

  9. 00:04:00 --> 00:04:30

    So, then you can think, "Well, okay, if this is a good thing" – you can do the same sort of thing: "Why is that a good thing?" Well, it doesn't choke you with its pollution. If you're finding this difficult – and  particularly this is true about the bad idea bit – you want to say... with the bad idea, you want to change that bad thing into a good thing; so, this is whether you want to find a good thing in the bad idea or you want to find a good use for the thing you've identified that's bad – you might try a *different context*; so...

  10. 00:04:30 --> 00:05:00

    if you take the car off the road and put it  perhaps into something where it's moved along by something else – perhaps sitting on the back of a lorry... why, you might want that – well, you might want it so you can easily move your car. You might put it onto something that's dragged along. So, you sometimes change the context and suddenly something that seemed bad suddenly is not so bad. So, the final thing you can do with  your bad idea is *turn it into a good idea*.

  11. 00:05:00 --> 00:05:31

    Now, you might have  already done this as part of that process. So, what's *good*? When you've identified something that's good about it, like the car, that it wasn't polluting, try to hold on to that – try to keep that and retain that good feature. But where you found the things and you really dug down to *why something's bad*, not just the superficial – you know – it doesn't have an engine; well, that's not bad in itself,

  12. 00:05:31 --> 00:06:05

    but the fact that means you can't drive anywhere in it; okay, that's bad. So, can you change that badness but still retain the non-pollutingness? So, perhaps we're going to have a truly green car. Perhaps we're going to have roads with sort of little wires you connect into and – you know – a bit like Scalextric cars, so you can drag the cars along so they don't have  an engine and they're being powered elsewhere. You may, I said, *change the context entirely* – so, instead of it being a car for driving around in

  13. 00:06:05 --> 00:06:30

    – well, I've already mentioned this one – stick your chickens in it and it suddenly becomes a hen coop. And I think if you go around the  the world, you'll find a lot of old cars usually actually with their engines still  sitting in them that are being used as hen coops. If you had a *complex idea* – and this is true, it could be for a simple idea, but in doing your thinking, there might be just something about it, something small;

  14. 00:06:30 --> 00:07:01

    it wasn't necessarily the whole thing. So, actually – you know – the idea of the gap in the engine; perhaps you decided that would be really good actually having the engine not there because you could put things in the front, and for whatever reason, you think it's easier to put things in the front than the back. So, perhaps that becomes your idea – that  actually, you'd quite like to be able to put your luggage in the front of the car;  you'd like more room in the car for luggage. And then perhaps you'll put an engine back in the car, but thinking about

  15. 00:07:01 --> 00:07:33

    how you actually improve access for luggage. If you've had one of those Heath Robinson complex ideas, Wallace and Gromit-like ideas, then actually you may not be trying to make the whole thing into a good idea; but within it, some little bit of that complex mechanism might be something that you've thought about; you've realized and suddenly think, "Ahh!" and do something just with that. And I'll leave you with a glass hammer!

 

2. Embrace User-Centered Design

User-centered design (UCD) is crucial for creating valuable and innovative products or services. To practice it, designers put their users’ needs and wants first, make data-driven decisions and create intuitive designs that satisfy—and, ideally, exceed—user needs. So, designers should: 

  • Conduct thorough user research to gain insights into users' core needs. 

  • Observe users in their natural environments, to understand their preferences and values. 

William Hudson explains essential points about user research: 

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  • Create personas that represent principal user groups to provide a shared understanding among team members. 

Professor Alan Dix explains important points about personas: 

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  1. 00:00:00 --> 00:00:34

    Personas are one of these things that gets used  in very, very many ways during design. A persona is a rich description or description of a user. It's similar in some sense, to an example user, somebody that you're going to talk about. But it usually is not a particular person. And that's for sometimes reasons of confidentiality.

  2. 00:00:34 --> 00:01:02

    Sometimes it's you want to capture about something slightly more generic than the actual user you talked to, that in some ways represents the group, but is still particular enough  that you can think about it. Typically, not one persona, you usually have  several personas. We'll come back to that.   You use this persona description, it's  a description of the example user,   in many ways during design. You can ask  questions like "What would Betty think?"

  3. 00:01:02 --> 00:01:35

    You've got a persona called / about Betty, "what would  Betty think" or "how would Betty feel about using this aspect of the system? Would Betty understand this? Would Betty be able to do this?"   So we can ask questions by letting those personas  seed our understanding, seed our imagination.   Crucially, the details matter here. You want to make the persona real. So what we want to do is take this  persona, an image of this example user,   and to be able to ask those questions: will  this user..., what will this user feel about  

  4. 00:01:35 --> 00:02:01

    this feature? How will this user use this system  in order to be able to answer those questions?  It needs to seed your imagination well enough.  It has to feel realistic enough to be able to   do that. Just like when you read that book  and you think, no, that person would never   do that. You've understood them well enough that  certain things they do feel out of character. You need to understand the character of your  persona.

  5. 00:02:01 --> 00:02:30

    For different purposes actually, different levels of detail are useful. So I'm going to sort of start off with   the least and go to the ones which I think are  actually seeding that rich understanding.  So at one level, you can just look at your  demographics. You're going to design for warehouse   managers, maybe. For a new system that goes into  warehouses. So you look at the demographics, you might have looked at their age. It might be that on the whole that they're   older. Because they're managers, the older end. So  there's only a small number under 35. The majority  

  6. 00:02:30 --> 00:03:01

    are over 35, about 50:50 between those who are in  the sort of slightly more in the older group.  So that's about 40 percent of them in  the 35 to 50 age group, and about half   of them are older than 50. So on the whole  list, sort of towards the older end group.   About two thirds are male, a third are female.  Education wise, the vast majority have not got   any sort of further education beyond school. About 57 percent we've got here are school.  

  7. 00:03:01 --> 00:03:34

    We've got a certain number that have done basic  college level education and a small percentage   of warehouse managers have had a university  education. That's some sense of things.   These are invented, by the way, I should say, not  real demographics. Did have children at home. The people, you might have got this from some big  survey or from existing knowledge of the world,   or by asking the employer that you're  dealing with to give you the statistics.   So perhaps about a third of them have got children  at home, but two thirds of them haven't. 

  8. 00:03:34 --> 00:04:05

    And what about disability? About three  quarters of them have no disability whatsoever.   About one quarter do. Actually, in society  it's surprising. You might... if you think   of disability in terms of major disability,  perhaps having a missing limb or being   completely blind or completely deaf. Then you start relatively small numbers.   But if you include a wider range of disabilities,  typically it gets bigger. And in fact can become  

  9. 00:04:05 --> 00:04:32

    very, very large. If you include, for  instance, using corrective vision with   glasses, then actually these numbers  will start to look quite small.  Within this, in whatever definition they've  used, they've got up to about 17 percent with   the minor disability and about eight percent  with a major disability. So far, so good. So now, can you design for a  warehouse manager given this? Well,  

  10. 00:04:32 --> 00:05:01

    you might start to fill in examples for  yourself. So you might sort of almost like   start to create the next stage. But it's hard. So let's look at a particular user profile. Again,   this could be a real user, but let's imagine  this as a typical user in a way. So here's Betty Wilcox. So she's here as a typical user.  And in fact, actually, if you look at her, she's   on the younger end. She's not necessarily the  only one, you usually have several of these.  And she's female as well. Notice only up to  a third of our warehouse ones are female. So  

  11. 00:05:01 --> 00:05:31

    she's not necessarily the center one. We'll come  back to this in a moment, but she is an example user. One example user. This might have been  based on somebody you've talked to, and then you're sort of abstracting in a way. So, Betty Wilcox. Thirty-seven, female, college education. She's got children at home, one's  seven, one's 15. And she does have a minor disability, which is in her left hand. And  it's there's slight problem in her left hand.  

  12. 00:05:31 --> 00:06:00

    Can you design, can you ask, what would Betty  think? You're probably doing a bit better at   this now. You start to picture her a bit. And you've probably got almost like an image   in your head as we talk about  Betty. So it's getting better.   So now let's go to a different one. You know, this  is now Betty. Betty is 37 years old. She's been a   warehouse manager for five years and worked for  Simpkins Brothers Engineering for 12 years. She didn't go to university, but has studied  in her evenings for a business diploma.

  13. 00:06:00 --> 00:06:31

    That was her college education. She has two children  aged 15 and seven and does not like to work late.   Presumably because we put it  here, because of the children.   But she did part of an introductory  in-house computer course some years ago.   But it was interrupted when she was promoted,  and she can no longer afford to take the time.   Her vision is perfect, but a left hand movement,  remember from the description a moment ago,   is slightly restricted because of an  industrial accident three years ago. 

  14. 00:06:31 --> 00:07:04

    She's enthusiastic about her work and  is happy to delegate responsibility   and to take suggestions from the staff. Actually,  we're seeing somebody who is confident in her   overall abilities, otherwise she wouldn't  be somebody happy to take suggestions.   If you're not competent, you don't. We sort of see that, we start to see a   picture of her. However, she does feel threatened  – simply, she is confident in general – but she   does feel threatened by the introduction of  yet another computer system. The third since she's been working at Simpkins Brothers. So now, when we think about that, do you have a better vision of Betty?

  15. 00:07:04 --> 00:07:32

    Do you feel you might be in a position to start talking about..."Yeah, if I design this sort of feature, is this something that's going to work with Betty? Or not"? By having a rich  description, she becomes a person. Not just a set of demographics. But then you  can start to think about the person, design for the person and use that rich human understanding you have in order to create a better design.

  16. 00:07:32 --> 00:08:06

    So it's an example of a user, as I said not  necessarily a real one. You're going to use this as a surrogate and these details really, really matter. You want Betty to be real to   you as a designer, real to your clients as you  talk to them. Real to your fellow designers  as you talk to them. To the developers around  you, to different people. Crucially, though, I've already said this, there's not just one. You usually want several different personas because the users you deal with are all different.

  17. 00:08:06 --> 00:08:30

    You know, we're all different. And the user group – it's warehouse managers – it's quite a relatively narrow and constrained set of users, will all be different. Now, you can't have one persona for every user,   but you can try and spread. You can look at the range of users.   So now that demographics picture I gave,  we actually said, what's their level of education? That's one way to look at that range. You can think of it as a broad range of users.

  18. 00:08:30 --> 00:09:02

    The obvious thing to do is to have the absolute  average user. So you almost look for them:   "What's the typical thing? Yes, okay." In my  original demographics the majority have no college   education, they were school educated only. We said that was your education one,   two thirds of them male – I'd have gone for  somebody else who was male. Go down the list, bang   in the centre. Now it's useful to have that center  one, but if that's the only person you deal with,   you're not thinking about the range. But certainly you want people who in some sense  

  19. 00:09:02 --> 00:09:24

    cover the range, that give you a sense  of the different kinds of people.   And hopefully also by having several, reminds  you constantly that they are a range and have   a different set of characteristics, that there  are different people, not just a generic user.

 

  • Start early in the design process with wireframes, prototyping and usability testing to keep a valuable user experience core at the heart of all that they design. 

Watch as Alan Dix explains prototyping and why it’s important: 

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  • Constantly seek feedback from users and revise products accordingly. It’s impossible to understate how the continuous nature of this is vital—only when brands keep a finger on the pulse of their user base can they prevent themselves from becoming blindsided by complacency and hard-to-notice marketplace threats. 

Watch as William Hudson explains some vital dimensions of user testing

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3. Leverage Data-Driven Insights

To practice data-driven design, UX researchers and designers use data from quantitative research and qualitative research to inform and shape design decisions. To find their ways to more effective and user-centric solutions—and leverage data-driven insights—designers can: 

  • Use analytics tools to gather quantitative data on user behavior, demographics and engagement. 

  • Conduct user surveys and interviews to collect qualitative data on user opinions, preferences and motivations. 

Alan Dix explains the difference between quantitative and qualitive research: 

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  • Use A/B testing so they can compare design variants and determine which performs better with users. 

William Hudson explains A/B testing and why it’s helpful: 

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  • Harness heatmaps and click-tracking tools to visually represent user interactions and identify popular elements or areas where users struggle. 

How to Measure the Impact of Innovative UX Design?

Designers and businesses need to track various metrics and collect feedback to assess how well their innovative designs are performing in the marketplace. The only way to see how well they’re doing “in the wild” is to look at: 

1. Key Performance Indicators

To gauge the success of innovative UX designs, designers and businesses can track several key performance indicators (KPIs). These metrics provide insights into user behavior and engagement: 

  • User engagement: Measure time users spent on the platform, number of interactions and frequency of visits. 

  • Conversion rates: Track how many users complete desired actions, such as making purchases or signing up for newsletters. 

  • Task completion rates: Assess how efficiently users can accomplish specific tasks within the interface. 

CEO of Experience Dynamics, Frank Spillers explains vital points about task analysis, and why it’s so valuable: 

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  • Error rates: Monitor how frequently user errors crop up, to find areas for improvement. 

 2. User Feedback and Testing

User feedback is critical to the success of any design, let alone the real-world impact of innovative UX designs. Designers can collect valuable insights in various ways, including: 

  • User surveys: Conduct surveys to gather qualitative feedback on user satisfaction and preferences. 

UX Strategist and Consultant, William Hudson explains important aspects of surveys: 

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  • Usability testing: Observe users interacting with the design to identify pain points and areas for improvement. 

  • A/B testing: Compare different design variations to determine which performs better with users. 

  • Heat maps, eye tracking and click tracking: Analyze user behavior patterns to optimize layout and content placement. 

 3. Long-Term Business Outcomes

The ultimate measure of innovative UX design's impact lies in its long-term effects on business outcomes. So, how do changes or innovations match the business goals? Here are areas to examine: 

  • Customer retention: Track how many users continue to engage with the product or service over time. 

  • Brand loyalty: Measure customer satisfaction and likelihood to recommend the product to others. 

  • Revenue growth: Analyze how innovative UX design contributes to increased sales and overall business growth. 

  • Market share: Find out how the improved user experience affects the company's position in the market. 

An image showing 3 personas.

Whatever the business goals, it’s vital to keep a sharp focus on the people who will—ideally—come to love an innovative design solution. Personas are valuable UX deliverables to constantly refer to and examine.

© Interaction Design Foundation, CC BY-SA 4.0

What are Risks to Consider with Innovation in UX Design?

By its nature, innovation comes with risk. The greatest risk of all is to innovate for the sake of innovation. There must be at least one solid—and bankable—reason for an innovation to shake up the marketplace as a game-changer. 

The judgments of the brands and the designers are critical to weigh up the potential consequences of rolling out a product that few, if any, are ready to experience or if the ways of achieving goals are already the best. When the discerning designer considers an innovative new product or service—or innovative changes to an established one—they should ask: 

1. Could It Improve The Users’ Experience?

The users come first—and always will. Their needs define their expectations, which in turn determine how much a truly innovative product—or service—might be able to delight them in their numerous user contexts. This is where it’s important to consider the various scenarios in which users might access and use a new product or service: 

Professor Alan Dix explains scenarios and why they’re important stories for design: 

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What’s more, a conscientious designer must determine the value proposition on offer to users, and they must prove their empathy with users: 

See why empathy is vital fuel for innovative designs: 

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Designers should also see if someone else tried that “innovative” or “new” idea in another form elsewhere, and failed. If so, what lessons are there to learn? If not, then it’s a good idea to start prototyping to validate the innovative design.  

2. Is The Market Ready For It?

This ties in closely with the first question, but deserves its own consideration. For example, a designer of a wealth-management app might have novel ideas about how to make it easier for elderly users to access their banking details, investment portfolios and more. However, the ingenuity of an easy new way to do so might put these users—who are likely to be more wary of new technology—on their guard.    

3. Would It Be Feasible And Viable?

If the design seems promising—and can delight users—what about the realities of developing and carrying it to market? Brands need to carefully examine the development costs of proposed digital products or services and releasing them to the mass market or niche ones. Again, how helpful, usable and delightful a product is is a vital determinant in its success.  

However, there are the potentially harsh realities of how to support a product in the marketplace and ensure its sustainability with a strong return on investment (ROI). For example, an app may seem intuitive and have strong signifiers that label the functionality on every screen—but some users will still need technical support. There may be bugs. There may be compatibility issues across operating systems (OS). These dimensions all require careful thought, long before the innovation reaches the users in its mass-release form. There is value, therefore, in also examining the potential of a minimum viable product (MVP). 

UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains essential points about MVPs: 

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4. What Does The Evidence Point To?

This question is more suitable for designers with case studies in their portfolios. The most vital aspect of showcasing innovation in a portfolio is to show every step of the journey that led to the realization of an innovation. Prospective employers and clients want to see the reasoning behind the decisions that brought about the change—or changes.  

Portfolio attracting job offers illustration

If you want to innovate in your future job, make sure your portfolio is innovative, too. This works like a job offers magnet!

© Interaction Design Foundation, CC BY-SA 4.0

Innovative design is a path of discoveries, often failures, many iterations and then—eventually—the first recognizable form of a product or service whose time has come, or whose time is fast approaching. The designers who can prove the value of their innovations most clearly—and in carefully selected case studies—will be the ones who are more likely to see those innovations bear fruit when they work with the brands who nurture their ideas and mirror their passion to drive positive change. A consideration that’s related to this is who owns the innovations. That’s a matter for designers and brands to take up in non-disclosure agreements (NDAs) and the like.  

Design Director at Societe Generale CIB, Morgane Peng offers precious tips on what a designer’s portfolio should contain: 

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Overall, innovation is a natural driving force in any industry—and especially so in the UX design world. What’s state of the art now will quickly become the norm. Designers face perhaps their greatest challenge in how to think creatively so they can work strands of new tech into novel and exciting designs for users with ever-higher expectations. Two considerations should stay top of mind. One is the fickle nature of consumer culture; users can quickly adapt to new ways, patterns and interfaces, become used to them—and then forget what excited them in the first place. The second is that the need for intuitive interfaces will always exist, and that users are real people, who experience real contexts with real-time needs, emotions and reactions.  

Truly innovative designs aren’t about enthralling the public with a kind of magic. To become bankable solutions, they need to be extremely usable and useful. For the brands behind these solutions to stay bankable, they need designers who can seize on the right angle of an existing concept to lift it up into a new light so users and customers can see how it can improve their lives in the form of enjoyable experiences and ultra-helpful conveniences. The most important aspect of innovation, then, lies in the meaningfulness of what designers do to be innovative—and how that must mirror the meaningful contexts of the lives of the users they seek to help.    

“Nothing else in the world... not all the armies... is so powerful as an idea whose time has come.”  

—Victor Hugo, Poet, Author and Dramatist  

Learn More about Innovation in UX Design 

Our course, Build a Standout UX/UI Portfolio: Land Your Dream Job with Design Director at Societe Generale CIB, Morgane Peng offers vast funds of insights into how to advance in design careers through powerful portfolios that prove innovative design.  

Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be truly innovative in design work. 

Watch our Master Class How to Innovate with XR with Michael Nebeling, Associate Professor, University of Michigan, for insights into this exciting realm of design. 

Our piece, Innovate with UX: Design User-Friendly AR Experiences features many valuable insights and tips on this exciting area of design. 

Go to Change for the Good or Bad? A Guide to UX Innovation by Cameron Chapman for helpful tips and insights. 

Check out User-Centered Innovation The Crucial Role of UX in Creating Value for Companies and Customers by Alex Cerqueira for additional helpful details.

What are the different types of innovation?

Innovation comes in various forms—each driving progress and change. Main ones include: 

Product innovation: This involves creating new products or improving existing ones. Apple’s iPhone is a prime example. 

Process innovation: This focuses on improving manufacturing and delivery processes. Toyota’s lean manufacturing revolutionized the automotive industry. 

Business model innovation: This changes how companies create, deliver and capture value. For instance, Netflix shifted from DVD rentals to a streaming service. 

Service innovation: This enhances the value of services offered. Amazon Prime's fast shipping and added benefits transformed online shopping. 

CEO of Experience Dynamics, Frank Spillers explains important points about service design—so you can leverage innovation in services: 

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Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be innovative in design work. 

How can I foster innovation in my design team?

Try these steps: 

  1. Encourage open communication: Create an environment where team members feel safe to share ideas without judgment. 

  1. Promote collaboration: Organize regular brainstorming sessions and encourage diverse perspectives. 

  1. Provide resources: Ensure your team has access to the latest tools, technologies, and training. 

  1. Reward creativity: Recognize and reward innovative ideas and solutions to motivate your team. 

  1. Allow time for experimentation: Give your team time to explore new concepts and experiment without strict deadlines. 

  1. Lead by example: Show your own commitment to innovation through your actions and decisions. 

Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be truly innovative in design work. 

Author and Human-Computer Interaction Expert, Professor Alan Dix explains some ideation methods to help with innovation: 

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What tools can help with innovation in design?

Several tools can be helpful: 

  1. Brainstorming tools: Use platforms like Miro or MindMeister to organize and visualize ideas during brainstorming sessions. 

  1. Prototyping tools: Tools like Sketch and Figma help create and test design prototypes quickly and efficiently. 

  1. Collaboration tools: Slack and Microsoft Teams enable seamless communication and collaboration within your team. 

  1. User research tools: Tools like UserTesting and SurveyMonkey gather valuable user feedback to inform your design process. 

  1. Project management tools: Trello and Asana keep your projects organized and on track, ensuring smooth workflow. 

Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be truly innovative in design work. 

Watch UX Strategist and Consultant, William Hudson explain important points about brainstorming: 

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How do I balance creativity and practicality in innovation?

Try these steps: 

  1. Set clear goals: Define what you want to achieve. Clear objectives will help guide creative efforts within practical boundaries. 

  1. Encourage divergent thinking: Allow your team to explore a wide range of ideas. This fosters creativity without any immediate restrictions getting in the way. 

  1. Evaluate feasibility: Look at the practicality of ideas early on. Think about factors like cost, time and resources—are the ideas achievable? 

  1. Iterate and refine: Develop prototypes and test them. Use feedback to refine ideas and blend creative concepts with practical solutions. 

  1. Nurture open communication channels: Create an environment where team members can discuss and challenge ideas constructively, without fear of judgment. 

Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be truly innovative in design work. 

Our course, Build a Standout UX/UI Portfolio: Land Your Dream Job with Design Director at Societe Generale CIB, Morgane Peng offers vast funds of insights into how to advance in design careers through powerful portfolios that prove innovative design. 

What are common barriers to innovation?

Common ones include: 

  1. Lack of resources: Insufficient budget, time or tools can hinder innovation efforts. 

  1. Fear of failure: Team members may avoid risk-taking because they’re scared of making mistakes or facing criticism. 

  1. Resistance to change: Organizations often resist new ideas—preferring to stick with familiar or “safe” methods. 

  1. Poor communication: Ineffective communication within teams leads to misunderstandings—and missed opportunities. 

  1. Rigid hierarchies: Strict organizational structures can stifle creativity and limit the flow of innovative ideas. 

To overcome these barriers, it takes a supportive environment, with open communication and a culture that embraces change and risk-taking. 

Watch our Master Class Innovating In An Enterprise: The Challenges And How To Overcome Them with Laura Klein, Principal - Users Know and Senior Design Educator – IxDF, for invaluable information on how to be truly innovative in design work. 

Watch our Master Class Win Clients, Pitches & Approval: Present Your Designs Effectively with Todd Zaki Warfel, Author, Speaker and Leadership Coach for many helpful insights into how to understand how clients can view design—and more. 

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What are some successful examples of innovation in design?

Successful examples of innovation in design include: 

Apple iPhone: Apple revolutionized the smartphone industry with the iPhone. Its intuitive design and functionality set new standards. 

Tesla Electric Cars: Tesla's electric cars combined sustainability with high performance. Their innovative design and technology changed the automotive market. 

Dyson Vacuum Cleaners: Dyson introduced bagless vacuum cleaners with powerful suction and sleek design. This innovation transformed household cleaning. 

IKEA Flat-Pack Furniture: IKEA's flat-pack furniture made stylish home furnishings affordable and easy to transport. This approach disrupted the furniture industry. 

Airbnb: Airbnb's platform allowed people to rent out their homes, offering unique travel experiences. Its user-friendly design facilitated this new market. 

 Watch as CEO of Experience Dynamics, Frank Spillers examines aspects of the Apple Watch: 

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How can I manage innovation-related risks?
How can I develop my own innovation skills?

Try these approaches: 

  • Stay curious: Always seek new knowledge and explore different fields. This broadens your perspective and fuels creativity. 

  • Learn continuously: Take courses, attend workshops and read extensively about innovation and related topics—knowledge builds your innovation toolkit. 

  • Embrace failure: View failures as learning opportunities. Analyze mistakes and you’ll help yourself improve and innovate more effectively. 

  • Practice brainstorming: Regularly brainstorm new ideas and solutions. This strengthens your creative thinking. 

  • Collaborate with others: Work with diverse teams to gain new insights and approaches. Collaboration sparks innovation. 

  • Experiment often: Test new ideas and approaches. Hands-on experience is crucial for developing practical innovation skills. 

Professor Alan Dix explains helpful ways to develop a creative mindset: 

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Take our Master Class Harness Your Creativity To Design Better Products with Alan Dix, Professor, Author and Creativity Expert. 

How does technology impact innovation in design?

Technology greatly impacts innovation; it enables new possibilities and efficiencies: 

  • Enhanced creativity: Tools like virtual reality (VR) and augmented reality (AR) allow designers to create and visualize complex designs in immersive environments.  

  • Improved collaboration: Platforms such as Slack, Trello, and Zoom enable seamless communication and collaboration among design teams, regardless of location.  

  • Faster prototyping: Software like Sketch and Figma speed up the prototyping process, allowing quick iterations and feedback.  

  • Data-driven insights: Analytics tools provide valuable user data, helping designers make informed decisions and create user-centric designs.  

  • Automation: AI and machine learning automate repetitive tasks, freeing designers to focus on more creative aspects of their work.  

When designers leverage technology well and insightfully, they can innovate more effectively and come up with cutting-edge and user-friendly products. 

Watch as the Father of UX Design, Don Norman explains important points about technology in design: 

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What are some highly cited scientific articles about innovation in UX design?

1. Palmieri, S., Bisson, M., Palomba, R., Ianniello, A., & Rubino, G. (2022). A Design Driven Approach to Innovate System Interfaces: Insights from a University-Industry Collaboration. In Lecture Notes in Computer Science (pp. 267-284). Springer.  

This publication presents a design-driven approach to innovating system interfaces, focusing on a collaboration between academia and industry to design an indoor video intercom. The research, conducted by the EDME Laboratory, emphasizes user-centered design principles and involves desk research, surveys, and user testing. The study demonstrates how university-industry partnerships can drive innovation in both human relations and business dimensions. It highlights the role of designers in bridging technological development with user needs, providing a replicable model for design-driven innovation applicable to various business contexts. The paper offers valuable insights for researchers, designers, and industry professionals seeking to enhance user experiences through collaborative, research-based design approaches. 
 
2. Chandana, B. H., Shaik, N., & Chitralingappa, P. (2023). Exploring the Frontiers of User Experience Design: VR, AR, and the Future of Interaction. Journal of User Experience Design, 1(1), 1-6.  

This publication explores UX design for virtual reality (VR) and augmented reality (AR) applications. It covers key principles like immersion and spatial awareness, challenges such as motion sickness, and best practices including user-centered design and iterative prototyping. The paper presents case studies in gaming, industrial training, and other fields, demonstrating practical applications of UX design in VR/AR. It also discusses future trends and ethical considerations, emphasizing the importance of UX design in creating immersive, intuitive experiences in these emerging technologies. 

What are some popular books about innovation in UX design?

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Literature on Innovation in UX/UI Design

Here's the entire UX literature on Innovation in UX/UI Design by the Interaction Design Foundation, collated in one place:

Learn more about Innovation in UX/UI Design

Take a deep dive into Innovation with our course Build a Standout UX/UI Portfolio: Land Your Dream Job .

“Your portfolio is your best advocate in showing your work, your skills and your personality. It also shows not only the final outcomes but the process you took to get there and how you aligned your design decisions with the business and user needs.”

— Morgane Peng, Design Director, Societe Generale CIB

In many industries, your education, certifications and previous job roles help you get a foot in the door in the hiring process. However, in the design world, this is often not the case. Potential employers and clients want to see evidence of your skills and work and assess if they fit the job or design project in question. This is where portfolios come in.

Your portfolio is your first impression, your foot in the door—it must engage your audience and stand out against the hundreds of others they might be reviewing. Join us as we equip you with the skills and knowledge to create a portfolio that takes you one step closer to your dream career.

The Build a Standout UX/UI Portfolio: Land Your Dream Job course is taught by Morgane Peng, a designer, speaker, mentor and writer who serves as Director of Experience Design at Societe Generale CIB. With over 12 years of experience in management roles, she has reviewed thousands of design portfolios and conducted hundreds of interviews with designers. She has collated her extensive real-world knowledge into this course to teach you how to build a compelling portfolio that hiring managers will want to explore.

In lesson 1, you’ll learn the importance of portfolios and which type of portfolio you should create based on your career stage and background. You’ll discover the most significant mistakes designers make in their portfolios, the importance of content over aesthetics and why today is the best day to start documenting your design processes. This knowledge will serve as your foundation as you build your portfolio.

In lesson 2, you’ll grasp the importance of hooks in your portfolio, how to write them, and the best practices based on your career stage and target audience. You’ll learn how and why to balance your professional and personal biographies in your about me section, how to talk about your life before design and how to use tools and resources in conjunction with your creativity to create a unique and distinctive portfolio.

In lesson 3, you’ll dive into case studies—the backbone of your portfolio. You’ll learn how to plan your case studies for success and hook your reader in to learn more about your design research, sketches, prototypes and outcomes. An attractive and attention-grabbing portfolio is nothing without solid and engaging case studies that effectively communicate who you are as a designer and why employers and clients should hire you.

In lesson 4, you’ll understand the industry expectations for your portfolio and how to apply the finishing touches that illustrate your attention to detail. You’ll explore how visual design, menus and structure, landing pages, visualizations and interactive elements make your portfolio accessible, engaging and compelling. Finally, you’ll learn the tips and best practices to follow when you convert your portfolio into a presentation for interviews and pitches.

Throughout the course, you'll get practical tips to apply to your portfolio. In the "Build Your Portfolio" project, you'll create your portfolio strategy, write and test your hook, build a case study and prepare your portfolio presentation. You’ll be able to share your progress, tips and reflections with your coursemates, gain insights from the community and elevate each other’s portfolios.

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