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Creating a Human Experience with iBeacons

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iBeacons are proximity based sensors… They are not just a reboot of marketing spam. The last thing we should be focusing on is bombarding users with unnecessary spam notifications. Apple Store iBeacon in-store Notification Companies need to understand that by using iBeacons for marketing notifications, they are contributing to a bad user experience. If a […]


Apple Watch: Questions, Answers and Speculation

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With Apple’s release of the latest Human Interface Guidelines, we’ve gained new insight into the workings of the Apple Watch and how apps may work with this new piece of hardware. This has also spawned a new wave of questions. Q: How can companies (and their apps) differentiate when the UI for the watch is […]


Sketching: You with the business degree, start drawing!

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How to use sketching to gather application requirements. How often have you participated in early conversations of a client project and have been unable to spur discussion around user needs or business needs? Perhaps the stakeholders are sitting back and casually sniping ideas, or the technical leads are disengaged since they feel all this “user stuff” […]


UX: Hollywood’s Interpretations Aren’t So Fabricated

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As mobile continues to disrupt traditional social interaction, feature films are beginning to explore the impact technology is having in our personal lives. As an experience designer with a background in sociology, I can’t help but feel an even greater responsibility to be aware of the impact my designs have on users. The film Her, […]


UX Soft Skills: Explaining Systems

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More often than not, here at Universal Mind, we’re asked to come up with solutions for complex systems or for interactions that involve multiple physical devices which are interacting with apps, sensors, servers and users. Getting all of this information accurately conveyed can be pretty difficult, especially early in the project when there are few […]

Building Mobile Experiences That Don't Suck

Building Mobile Experiences That Don’t Suck

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Mobile Experiences Defined Mobile experiences are user experiences created for customers on the move. This can include experiences that take place on more familiar devices like smartphones and tablets, or, as the mobile landscape is shifting, on wearable devices and other progressive devices we’re confronted with every day. As marketers, designers, developers, business-owners, decision-makers, etc., […]


Shaping The Future: Six Characteristics Shaping Mobile Experiences

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Historically we’ve considered “mobile experiences” to be experiences for consumers on the move. For instance, I consider the Sony Walkman to be my very first mobile experience. I created mix tapes and consumed them whenever, and wherever I wanted. Suddenly the experience of listening to music was no longer tethered to a speaker and an outlet, […]


5 Things to know when Designing for the Apple Watch

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When Apple announced the Apple Watch they added a whole new level of interactions at a personal and intimate level. Here are 5 things to keep in mind when designing for an Apple Watch experience. 1. Its Personal The Apple Watch is made to be worn. It’s not a device that you put in your […]

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Video: Advancing the Human Experience

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Advancing the Human Experience: It’s not just about going digital… In an all-things-digital world, it’s natural to put an emphasis on elements like devices and software when creating a digital experience. But that’s not going to cut it anymore. People aren’t satisfied with just a solution, and it’s no longer about the device — it’s […]


The Intern Series: Seriously, guys

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After meeting and working with many fellows in the both offices, I can say that my first impression was correct—this is a very friendly and cooperative place full of brilliant and helpful people. The atmosphere is lively and easy, although the problems we’re solving are usually tricky and complicated. I always believed that a relaxed […]