Musings about design, technology and everything in between.
Written by Charles Lim aka Ched
Armchair commissioner
A half court game makes the sport more accessible for players, but at what cost to viewers?
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Onboarding, 1985
The best onboarding experience ever made came out in 1985.
Lost, underground
The world's largest underground shopping complex, and nobody can find their way through it.
Designing around limitations rather than removing them, treating constraints as features that shape better outcomes.
The learning feedback cycle of making, observing the result, and adjusting — where understanding comes from interaction, not instruction.
When the process of accessing an experience degrades the experience itself, extending UX responsibility to everything before and after the product.
The impulse to redesign a functional object when the real problem is how people use it.
The self-reinforcing cycle of cue, routine, and reward that sustains behaviours by tying them to identity rather than just action.
Leveraging established interaction patterns users already understand, rather than relying solely on data to validate design decisions.