The Cost of Not User Testing

At KRUTSCH, we believe in the importance of user testing. It's a cornerstone of our process and of user experience design, or UX. User testing is one of the most valuable tools to ensure product expectations are met for both stakeholders and end users.

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The Importance of Client Re-engagement

KRUTSCH makes it a priority to learn about a company’s customer base and user experience to ensure the products it helps build and deploy are well researched and supported with evidence. This understanding of a company’s goals, wants, or needs are why clients come back again and again with new projects.

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The Mobile App Design Process: How to Design an App

Designing for new and existing products each have their own unique challenges. With an existing product it’s easier to find a starting point because there’s a history that can be worked with. Designers have the ability to tap into a user base, analytics, and are able to test an existing product to understand the user experience. When there isn’t an existing product, one must choose where to start.

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Why Your App is Really Three Apps

We’ve made quite a few apps that work in lots of different ways.

When a client comes to us with an idea for app, the conversation eventually turns to: it's not 'an' app, it's three apps. The client usually assumes we mean iPhone and iPad, Android, and web-based for desktops.

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8 UX Design Challenges with Connected Devices, Part 2

In Part 1, we observed how Connected Device User Experience (UX) design is a trifecta blending of The Device (hardware enabling a function), The Service (providing the value), and The App (a user interface, providing access). To do that successfully we need to address eight UX challenges. This is Part 2, the listicle you've been looking for, amplified with examples taken from our anecdote in Part 1, which is here: 8 UX Design Challenges with Connected Devices, Part 1

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8 UX Design Challenges with Connected Devices, Part 1

Connected Device User Experience design is a trifecta blending of The Device (hardware enabling a function), The Service (providing the value), and The App (a user interface, providing access). Connected Devices are the NFL of the UX world - very hard to get right and unforgiving when it fails. Our background has taught us that we're going beyond connecting digital platforms - we're connecting people. To do that successfully we need to address these eight challenges.

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UX Design Life-Cycle, Part 7: Deliver & Test the Design

Every product launch surprises us a little. It’s not that testing uncovers issues in need of repair, polish, or even re-design; that’s a given for any but the most trivial of apps. No, it’s the simple, passé elements, that we exercise over-and-over internally, that somehow trip-up our end-users and leave us shaking our collective heads. Here are some entertaining examples.

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UX Design Life-Cycle, Part 6: Prototype Main/Secondary Scenarios

Know how spaghetti always seems to taste better on the second day? The reason is simple: the pasta absorbs a lot of the moisture and some of the sauce. When you re-heat it, it retains the flavor without being as "wet" as the day before. Prototyping is one of the most powerful steps in the design process. It melds together your research, flow, and visuals, giving a soul to your idea. We will discuss two methods we use for prototyping, highlighting the strengths and weaknesses of each approach.

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