Lyndon Cerejo is a UX Design leader with over twenty-five years of hands-on experience helping companies design usable and engaging experiences for their customers, employees, and partners. He has provided digital design and design leadership for companies ranging from start-ups to Fortune 100 businesses across industries. When not doing design, he enjoys speaking, teaching, writing, and has co-authored books on marketing and innovation, as well as a children’s book series. Lyndon is a photography and LEGO enthusiast (and a LEGO Serious Play Facilitator) and often incorporates both in his writing and speaking. He has been studying designerly (or designer-like) habits and behaviors that make designers successful, and publishes a curated newsletter on the topic, Being Designerly.
This article highlights non-technical skills like curiosity, observation, empathy, advocacy, visual communication, and collaboration that designers routinely use in their process to make a difference through design. AI can be used to augment designers’ workflow instead of replacing people.
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As a designer, you may be tasked with figuring out how your company should approach the metaverse or thinking about designing for the metaverse. In this article, Lyndon Cerejo will discuss a few steps he recommends before diving headfirst into any design for the metaverse.
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Persuasion is all around us, in our everyday lives. As designers, we can use ethical persuasive design methods to get users to take some action. With plenty of persuasive methods available, we have to be selective about what we use. The key to persuading your users is to keep it simple: using focused persuasive techniques and tactics that will work for your users. In this article, Lyndon Cerejo will show you everything you need to know about persuasion.
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How well do you really know your users? Well, not only do you need to understand what triggers them, but also find ways how to design for persuasion. As much as we would like to think that our users are like us, they are not. Anyone involved in the creation of a product or an interactive experience, is not a typical user. In this article, Lyndon Cerejo will look at how going below the surface during user research helps us really understand what triggers our users, and how those deeper insights will help us design for persuasion.
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Nowadays, users are increasingly cautious of online and email scams, phishing attacks, and data breaches. In this article, Lyndon Cerejo will present a brief history of persuasion, look at how persuasion is used with technology and new media, and present food for thought for designers and developers to avoid crossing the ethical line to the dark side of persuasion.
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Recent analysis from VoiceLabs estimates that 24.5 million voice-driven devices will be shipped this year, almost four times as many as last year. As experience designers, we now have the opportunity to design voice experiences and interfaces! In this article, Lyndon Cerejo will look at how a typical genie in a bottle works, discuss the steps involved in designing voice experiences, and illustrate these steps by designing a voice app for Alexa.
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Lyndon Cerejo spoke with Amit Murumkar about his journey with Canvsly over the past three and a half years. Canvsly helps parents capture and store their children’s artwork for posterity. Amit independently funded the iOS app for two years until it became self-sustaining, and he experimented with different monetization strategies until settling on revenue-sharing from services. The conversation excerpts that follow highlight ten lessons for first-time app entrepreneurs, which I hope will be helpful for readers who are considering a similar journey.
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This is an experiment in a slightly different format for Smashing Magazine — using a storytelling approach to convey the same lessons learned that a traditional article would have provided. In this article, Lyndon Cerejo will take you through the story of Noah, the “UX guy” for the corporate office of a regional fast food restaurant, that was in the process of creating a mobile app to allow patrons to customize their meals, place orders and earn rewards.
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A diagnostic can be done during design and development to ensure that the mobile website or app adheres to best practices and guidelines. It also serves as a great starting point for a redesign to identify particular opportunities for improvement. In this article, Lyndon Cerejo will describe a process you can follow to evaluate a mobile UX, be it for an app or a website accessed on a mobile device. Alongside the explanation of each step, you’ll illustrate the step using the United States Postal Service as an unwitting real-world example.
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95% of downloaded apps are abandoned within a month and 26% of apps are only used once, and depending on the user, these abandoned apps are deleted or ignored, never to be opened again. Lyndon Cerejo’s app graveyard is the final resting place for apps that he has downloaded but have since left neglected. The following are lessons from his app graveyard that he keeps in mind when designing apps, and they might help you, too.
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Mobile users and mobile usage are growing. With more users doing more on mobile, the spotlight is on how to improve the individual elements that together create the mobile user experience.
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Emergency car shopping is no fun. This past month was the second time I had to shop for a car in a short timeframe without advance warning. Like most informed shoppers, I went online to get a feel for my options, armed with knowledge of what I was looking for: apart from safety, gas mileage and reliability, it had to comfortably seat six and not require me to take out a second mortgage.
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In this Part 2, Lyndon Cerejo brings us ways to enable customers to make the decision to buy and guide them through the check-out process. Keep improving your online shopping experience!
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A business loses potential customers as they move closer to the purchasing stage. Improving the user experience can reduce this loss by removing unnecessary barriers to shopping online.
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The mobile usage of the Web is growing and evolving, and so does mobile user experience. In this article, Lyndon Cerejo goes through each phase of the user-centered mobile design life cycle for websites accessed from mobile phones with small screens.
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The old adage, “a picture speaks a thousand words” captures what user interface prototyping is all about: using visuals to describe thousands of words’ worth of design and development specifications that detail how a system should behave and look. In an iterative approach to user interface design, rapid prototyping is the process of quickly mocking up the future state of a system, be it a website or application, and validating it with a broader team of users, stakeholders, developers and designers. Doing this rapidly and iteratively generates feedback early and often in the process, improving the final design and reducing the need for changes during development.
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