<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Mid-Level on Fernando Ruiz</title><link>https://www.fernandoux.com/tags/mid-level/</link><description>Recent content in Mid-Level on Fernando Ruiz</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://www.fernandoux.com/tags/mid-level/index.xml" rel="self" type="application/rss+xml"/><item><title>A/B Testing for UX Designers</title><link>https://www.fernandoux.com/en/wiki/research/ab-testing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/ab-testing/</guid><description>&lt;div class="info-panel"&gt;
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 Running controlled experiments to validate design changes—the difference between data-driven and guessing.
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&lt;h2 id="what-is-ab-testing"&gt;What is A/B Testing?&lt;/h2&gt;
&lt;p&gt;A/B testing (also called split testing) shows version A to half your users and version B to the other half. You measure which version performs better. If version B has a higher conversion rate, version B wins. It&amp;rsquo;s not about opinion; it&amp;rsquo;s about data.&lt;/p&gt;
&lt;p&gt;A/B testing isn&amp;rsquo;t just for marketers. Designers use A/B tests to validate design decisions. Does a red button convert better than a blue button? A/B test it. Does a longer form reduce signups? A/B test it. Does highlighting the primary action increase clicks? A/B test it.&lt;/p&gt;</description></item><item><title>A/B Testing para Diseñadores UX</title><link>https://www.fernandoux.com/es/wiki/investigacion/ab-testing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/investigacion/ab-testing/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
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 Ejecutar experimentos controlados para validar cambios de diseño—la diferencia entre impulsado por datos y adivinación.
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&lt;h2 id="qué-es-ab-testing"&gt;¿Qué es A/B Testing?&lt;/h2&gt;
&lt;p&gt;A/B testing (también llamado split testing) muestra la versión A a la mitad de tus usuarios y la versión B a la otra mitad. Mides cuál versión funciona mejor. Si la versión B tiene una tasa de conversión mayor, la versión B gana. No se trata de opinión; se trata de datos.&lt;/p&gt;</description></item><item><title>A/B Testing para Diseñadores UX</title><link>https://www.fernandoux.com/es/wiki/research/ab-testing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/research/ab-testing/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
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 Ejecutar experimentos controlados para validar cambios de diseño—la diferencia entre impulsado por datos y adivinación.
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&lt;h2 id="qué-es-ab-testing"&gt;¿Qué es A/B Testing?&lt;/h2&gt;
&lt;p&gt;A/B testing (también llamado split testing) muestra la versión A a la mitad de tus usuarios y la versión B a la otra mitad. Mides cuál versión funciona mejor. Si la versión B tiene una tasa de conversión mayor, la versión B gana. No se trata de opinión; se trata de datos.&lt;/p&gt;</description></item><item><title>Affinity Mapping</title><link>https://www.fernandoux.com/en/wiki/techniques/affinity-mapping/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/affinity-mapping/</guid><description>&lt;div class="info-panel"&gt;
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 Affinity Mapping (or Affinity Diagramming) is a method used to organize a large amount of data (brainstorming ideas, interview observations, etc.) by grouping them into themes or categories based on their relationship or &amp;ldquo;affinity.&amp;rdquo; It is a collaborative way to find patterns in unstructured qualitative data.
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&lt;h2 id="what-is-affinity-mapping"&gt;What Is Affinity Mapping?&lt;/h2&gt;
&lt;p&gt;Imagine you have just done a month&amp;rsquo;s grocery shopping and you empty all the bags on the kitchen floor. You have a chaos of products. To put them away, you start creating groups: vegetables together, cleaning products in another pile, canned goods in another. You did not have predefined categories &amp;ndash; you simply group things that &amp;ldquo;go together.&amp;rdquo;&lt;/p&gt;</description></item><item><title>Atomic Design: Building UIs from the Ground Up</title><link>https://www.fernandoux.com/en/wiki/concepts/atomic-design/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/concepts/atomic-design/</guid><description>&lt;div class="info-panel"&gt;
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 Atomic design is a methodology for creating reusable component libraries by breaking interfaces into five hierarchical levels: atoms, molecules, organisms, templates, and pages.
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&lt;h2 id="what-is-atomic-design"&gt;What is Atomic Design?&lt;/h2&gt;
&lt;p&gt;Think about how chemistry works. Atoms combine to form molecules, molecules combine to form organisms. Chemistry builds complexity from simple building blocks. Atomic design applies this same logic to user interface design. An atom is the smallest unit—a button, an input field, a label. Molecules combine atoms—a search field plus a button forms a search bar. Organisms combine molecules—a header with navigation, logo, and search becomes a component. Templates show how organisms fit together; pages are templates with actual content. This hierarchy creates a shared language between designers and developers, enables consistent design systems, and makes maintenance easier. Instead of building interfaces from scratch each time, you compose interfaces from tested, reusable components.&lt;/p&gt;</description></item><item><title>Atomic Design: Construyendo Interfaces desde la Base</title><link>https://www.fernandoux.com/es/wiki/concepts/atomic-design/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/concepts/atomic-design/</guid><description>&lt;div class="info-panel"&gt;
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 El &lt;strong&gt;Atomic Design&lt;/strong&gt; (Diseño Atómico) es una metodología para crear librerías de componentes reutilizables dividiendo las interfaces en cinco niveles jerárquicos: &lt;strong&gt;átomos, moléculas, organismos, plantillas y páginas&lt;/strong&gt;.
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&lt;h2 id="qué-es-el-atomic-design"&gt;¿Qué es el Atomic Design?&lt;/h2&gt;
&lt;p&gt;Piensa en cómo funciona la química. Los átomos se combinan para formar moléculas, y las moléculas se combinan para formar organismos. La química construye complejidad a partir de bloques de construcción simples. El Atomic Design aplica esta misma lógica al diseño de interfaces de usuario.&lt;/p&gt;</description></item><item><title>Card Sorting</title><link>https://www.fernandoux.com/en/wiki/techniques/card-sorting/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/card-sorting/</guid><description>&lt;div class="info-panel"&gt;
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 Card Sorting is a user research (UX) technique that helps discover how people understand and group information. In a Card Sorting session, participants are asked to organize a series of cards, each with a concept or topic, into groups that make sense to them, and then label those groups.
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&lt;h2 id="what-is-card-sorting"&gt;What Is Card Sorting?&lt;/h2&gt;
&lt;p&gt;Imagine you give a friend a deck of 50 cards, each with the name of an animal. You ask them to sort them into piles that make sense to them. One person might create groups like &amp;ldquo;Pets,&amp;rdquo; &amp;ldquo;Jungle Animals,&amp;rdquo; and &amp;ldquo;Sea Animals.&amp;rdquo; Another might create groups like &amp;ldquo;Mammals,&amp;rdquo; &amp;ldquo;Reptiles,&amp;rdquo; and &amp;ldquo;Birds.&amp;rdquo; Neither is wrong; they simply reflect different mental models.&lt;/p&gt;</description></item><item><title>Competitive Analysis</title><link>https://www.fernandoux.com/en/wiki/research/competitive-analysis/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/competitive-analysis/</guid><description>&lt;div class="info-panel"&gt;
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 A competitive analysis is a strategic research process that involves identifying your competitors and evaluating their products, strategies, strengths, and weaknesses. In UX, it focuses on understanding how others solve similar problems for the same target audience.
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&lt;h2 id="what-is-a-competitive-analysis"&gt;What Is a Competitive Analysis?&lt;/h2&gt;
&lt;p&gt;Imagine you want to open a new coffee shop in your neighborhood. The first thing you would do is visit all the other coffee shops in the area. You would try their coffee, check their prices, observe the atmosphere, see what kind of customers they have, and listen to what they complain about or love. You are not doing this to copy them exactly, but to understand the landscape: what works, what does not, and where there might be a gap for your coffee shop to offer something unique and better.&lt;/p&gt;</description></item><item><title>Contextual Inquiry</title><link>https://www.fernandoux.com/en/wiki/research/contextual-inquiry/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/contextual-inquiry/</guid><description>&lt;div class="info-panel"&gt;
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 Observing users in their natural environment while they work—reveals context that interviews and surveys never capture.
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&lt;h2 id="what-is-contextual-inquiry"&gt;What is Contextual Inquiry?&lt;/h2&gt;
&lt;p&gt;Contextual inquiry is a research method where you observe users in their native environment while they perform real tasks. Unlike a lab study where a user sits at a desk, contextual inquiry happens where users actually work. An accountant in their office. A chef in a kitchen. A shopper in a store.&lt;/p&gt;</description></item><item><title>Crazy 8's</title><link>https://www.fernandoux.com/en/wiki/techniques/crazy-8s/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/crazy-8s/</guid><description>&lt;div class="info-panel"&gt;
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 Crazy 8&amp;rsquo;s is a rapid ideation exercise, fundamental to [[Design Sprints]], in which each participant sketches eight different ideas to solve a design problem in eight minutes. The goal is to force creative thinking by going beyond the first idea (which tends to be the most obvious).
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&lt;h2 id="what-is-crazy-8s"&gt;What Is Crazy 8&amp;rsquo;s?&lt;/h2&gt;
&lt;p&gt;Imagine you are in a contest where you have to generate as many ideas as possible in a very limited time. The pressure forces you not to overthink, not to judge your own ideas, and to put down whatever comes to mind first. Crazy 8&amp;rsquo;s is exactly that: an ideation sprint.&lt;/p&gt;</description></item><item><title>Customer Journey Maps</title><link>https://www.fernandoux.com/en/wiki/artifacts/customer-journey-maps/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/artifacts/customer-journey-maps/</guid><description>&lt;div class="info-panel"&gt;
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 A Customer Journey Map (CJM) is a visualization of the complete story of a user&amp;rsquo;s interaction with a product or service over time and across different channels. It narrates the experience from the user&amp;rsquo;s perspective, highlighting their actions, thoughts, feelings, and pain points at each stage.
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&lt;h2 id="what-are-customer-journey-maps"&gt;What are Customer Journey Maps?&lt;/h2&gt;
&lt;p&gt;If &lt;a href="https://www.fernandoux.com/en/artifacts/personas/"&gt;Personas&lt;/a&gt; are a photo of your user, a Customer Journey Map is a movie about them. It doesn&amp;rsquo;t focus on a single moment, but maps the entire experience of a user as they try to achieve a goal, from the moment they realize they have a need until they resolve it and beyond.&lt;/p&gt;</description></item><item><title>Dark Patterns: What They Are and Why to Avoid Them</title><link>https://www.fernandoux.com/en/wiki/concepts/dark-patterns/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/concepts/dark-patterns/</guid><description>&lt;div class="info-panel"&gt;
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 Dark patterns are deceptive design techniques that trick users into taking actions against their interests for benefit to the business.
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&lt;h2 id="what-are-dark-patterns"&gt;What are Dark Patterns?&lt;/h2&gt;
&lt;p&gt;Imagine a restaurant menu designed to make expensive items look cheapest through clever formatting, confusing you into expensive orders. That&amp;rsquo;s the offline equivalent of a dark pattern. On digital products, dark patterns are design choices deliberately engineered to confuse, mislead, or trick users into actions benefiting the business at users&amp;rsquo; expense. Hidden unsubscribe buttons, misleading continue buttons, pre-checked boxes for unwanted services, difficult-to-find privacy settings—these are dark patterns. They exploit user psychology and attention to extract value: extra purchases, data harvesting, or subscription lock-in. The distinction from poor design is intent: bad design fails to guide users clearly; dark patterns deliberately misdirect. Dark patterns generate short-term gains at massive cost to trust and long-term relationships.&lt;/p&gt;</description></item><item><title>Data-Driven Design Decisions</title><link>https://www.fernandoux.com/en/wiki/processes/data-driven-design-decisions/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/processes/data-driven-design-decisions/</guid><description>&lt;div class="info-panel"&gt;
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 Making data-driven design decisions is an approach that uses concrete evidence and data, both qualitative and quantitative, to inform and justify design choices, rather than relying solely on intuition, personal opinions, or aesthetic trends.
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&lt;h2 id="what-is-data-driven-design"&gt;What Is Data-Driven Design?&lt;/h2&gt;
&lt;p&gt;Imagine a doctor. A good doctor does not prescribe a treatment based on &amp;ldquo;a hunch&amp;rdquo; or &amp;ldquo;what worked for another patient.&amp;rdquo; A good doctor combines different types of data: listens to your symptoms (qualitative data), orders blood tests (quantitative data), and reviews your medical history to make an informed diagnosis.&lt;/p&gt;</description></item><item><title>Design Critiques</title><link>https://www.fernandoux.com/en/wiki/processes/design-critiques/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/processes/design-critiques/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
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 A Design Critique is a structured team session where designers present their work in progress to receive constructive feedback from their peers. The goal is to improve the design, not to judge the designer.
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&lt;h2 id="what-is-a-design-critique"&gt;What Is a Design Critique?&lt;/h2&gt;
&lt;p&gt;Imagine you are a chef creating a new dish. Before putting it on the menu, you present it to other trusted chefs. They taste it and give you their expert opinion: &amp;ldquo;The acidity of the lemon is perfect, but maybe it needs a bit more salt to bring out the flavors. Have you tried searing the fish for one less minute?&amp;rdquo;. They do not say &amp;ldquo;I do not like your dish,&amp;rdquo; but instead give you specific, professional feedback to help you improve.&lt;/p&gt;</description></item><item><title>Design Specifications</title><link>https://www.fernandoux.com/en/wiki/artifacts/design-specs/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/artifacts/design-specs/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
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 Detailed documentation that translates designs into development instructions—the bridge between design and code.
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&lt;h2 id="what-are-design-specifications"&gt;What are Design Specifications?&lt;/h2&gt;
&lt;p&gt;Design specifications are detailed documents that describe design intent precisely enough that developers can implement it without returning to designers for clarification. Specs cover everything: spacing (the button has 16px padding), colors (the primary blue is #0066FF), interactions (on hover, the button becomes 2% darker), and edge cases (disabled state shows 50% opacity).&lt;/p&gt;</description></item><item><title>Design System</title><link>https://www.fernandoux.com/en/wiki/concepts/design-system/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/concepts/design-system/</guid><description>&lt;div class="info-panel"&gt;
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 A Design System is a collection of reusable UI components, guided by clear standards (principles, style guides), that enables teams to design and build digital products in a coherent and efficient manner.
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&lt;h2 id="what-is-a-design-system"&gt;What is a Design System?&lt;/h2&gt;
&lt;p&gt;Imagine you&amp;rsquo;re building with LEGO. You don&amp;rsquo;t have to create each brick from scratch every time you build something new. You have a set of standard bricks (2x2, 2x4, etc.) that you can combine to create anything. Plus, you have an instruction manual that tells you how the pieces fit together.&lt;/p&gt;</description></item><item><title>Diary Studies</title><link>https://www.fernandoux.com/en/wiki/research/diary-studies/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/diary-studies/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
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 Asking users to document their behavior over days or weeks—captures patterns you&amp;rsquo;ll never see in a single-session study.
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&lt;h2 id="what-is-a-diary-study"&gt;What is a Diary Study?&lt;/h2&gt;
&lt;p&gt;A diary study asks participants to record their actions, thoughts, and feelings over an extended period—typically days, weeks, or months. Unlike a one-hour research session, diary studies capture behavior in context, over time, as it naturally occurs.&lt;/p&gt;
&lt;p&gt;A diary can be digital (a Google Form or custom app), paper-based (a printed log), or video-based (participants record short videos). The format varies, but the purpose is consistent: witness behavior as it happens, not as users remember it.&lt;/p&gt;</description></item><item><title>Diseño Inclusivo vs. Diseño Accesible: Por qué ambos importan</title><link>https://www.fernandoux.com/es/wiki/concepts/inclusive-vs-accessible/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/concepts/inclusive-vs-accessible/</guid><description>&lt;div class="info-panel"&gt;
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 El &lt;strong&gt;diseño accesible&lt;/strong&gt; elimina las barreras para las personas con discapacidades; el &lt;strong&gt;diseño inclusivo&lt;/strong&gt; considera la gama más amplia posible de la diversidad humana desde el principio.
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&lt;h2 id="cuál-es-la-diferencia"&gt;¿Cuál es la diferencia?&lt;/h2&gt;
&lt;p&gt;Imagina un vado en la acera: una sección inclinada de la acera para usuarios de sillas de ruedas. Técnicamente, hace que las aceras sean accesibles para personas con problemas de movilidad. Pero, tras su implementación, todo el mundo los usa: padres con carritos de bebé, repartidores con carros, personas mayores que prefieren la pendiente suave y viajeros que arrastran maletas. Los vados son accesibles, pero también son inclusivos: benefician a una población mucho más amplia que solo aquella para la que fueron diseñados.&lt;/p&gt;</description></item><item><title>Especificaciones de Diseño</title><link>https://www.fernandoux.com/es/wiki/artefactos/design-specs/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/artefactos/design-specs/</guid><description>&lt;div class="info-panel"&gt;
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 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Documentación detallada que traduce diseños en instrucciones de desarrollo—el puente entre diseño y código.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-son-especificaciones-de-diseño"&gt;¿Qué son Especificaciones de Diseño?&lt;/h2&gt;
&lt;p&gt;Las especificaciones de diseño son documentos detallados que describen la intención del diseño lo suficientemente preciso para que los desarrolladores puedan implementarlo sin volver a los diseñadores para aclaración. Las especificaciones cubren todo: espaciado (el botón tiene 16px de padding), colores (el azul primario es #0066FF), interacciones (al pasar el ratón, el botón se vuelve 2% más oscuro), y casos borde (estado deshabilitado muestra 50% opacidad).&lt;/p&gt;</description></item><item><title>Especificaciones de Diseño</title><link>https://www.fernandoux.com/es/wiki/artifacts/design-specs/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/artifacts/design-specs/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Documentación detallada que traduce diseños en instrucciones de desarrollo—el puente entre diseño y código.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-son-especificaciones-de-diseño"&gt;¿Qué son Especificaciones de Diseño?&lt;/h2&gt;
&lt;p&gt;Las especificaciones de diseño son documentos detallados que describen la intención del diseño lo suficientemente preciso para que los desarrolladores puedan implementarlo sin volver a los diseñadores para aclaración. Las especificaciones cubren todo: espaciado (el botón tiene 16px de padding), colores (el azul primario es #0066FF), interacciones (al pasar el ratón, el botón se vuelve 2% más oscuro), y casos borde (estado deshabilitado muestra 50% opacidad).&lt;/p&gt;</description></item><item><title>Estudios de Diario</title><link>https://www.fernandoux.com/es/wiki/investigacion/diary-studies/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/investigacion/diary-studies/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Pedir a usuarios que documenten su comportamiento durante días o semanas—captura patrones que nunca verás en un estudio de una sesión.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-un-estudio-de-diario"&gt;¿Qué es un Estudio de Diario?&lt;/h2&gt;
&lt;p&gt;Un estudio de diario pide a participantes que registren sus acciones, pensamientos y sentimientos durante un período extendido—típicamente días, semanas o meses. A diferencia de una sesión de investigación de una hora, los estudios de diario capturan comportamiento en contexto, durante el tiempo, conforme ocurre naturalmente.&lt;/p&gt;</description></item><item><title>Estudios de Diario</title><link>https://www.fernandoux.com/es/wiki/research/diary-studies/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/research/diary-studies/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Pedir a usuarios que documenten su comportamiento durante días o semanas—captura patrones que nunca verás en un estudio de una sesión.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-un-estudio-de-diario"&gt;¿Qué es un Estudio de Diario?&lt;/h2&gt;
&lt;p&gt;Un estudio de diario pide a participantes que registren sus acciones, pensamientos y sentimientos durante un período extendido—típicamente días, semanas o meses. A diferencia de una sesión de investigación de una hora, los estudios de diario capturan comportamiento en contexto, durante el tiempo, conforme ocurre naturalmente.&lt;/p&gt;</description></item><item><title>Eye Tracking</title><link>https://www.fernandoux.com/en/wiki/research/eye-tracking/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/eye-tracking/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Using eye-tracking technology to measure where users look and for how long—revealing visual attention patterns invisible to observation.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-eye-tracking"&gt;What is Eye Tracking?&lt;/h2&gt;
&lt;p&gt;Eye-tracking technology uses infrared light and cameras to measure where a user&amp;rsquo;s eyes fixate on a screen. The equipment records eye position 30-250 times per second. The result: a heatmap showing which areas attract attention and which are ignored.&lt;/p&gt;
&lt;p&gt;Eye tracking removes guesswork. You don&amp;rsquo;t assume users see the top-right corner; you measure it. You don&amp;rsquo;t guess at attention patterns; you see exactly where eyes land and for how long.&lt;/p&gt;</description></item><item><title>Eye Tracking</title><link>https://www.fernandoux.com/es/wiki/investigacion/eye-tracking/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/investigacion/eye-tracking/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Usar tecnología de eye-tracking para medir dónde miran los usuarios y por cuánto tiempo—revelando patrones de atención visual invisibles.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-eye-tracking"&gt;¿Qué es Eye Tracking?&lt;/h2&gt;
&lt;p&gt;La tecnología de eye-tracking usa luz infrarroja y cámaras para medir dónde los ojos de un usuario se fijan en una pantalla. El equipo registra posición del ojo 30-250 veces por segundo. El resultado: un heatmap mostrando qué áreas atraen atención y cuáles se ignoran.&lt;/p&gt;</description></item><item><title>Eye Tracking</title><link>https://www.fernandoux.com/es/wiki/research/eye-tracking/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/research/eye-tracking/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Usar tecnología de eye-tracking para medir dónde miran los usuarios y por cuánto tiempo—revelando patrones de atención visual invisibles.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-eye-tracking"&gt;¿Qué es Eye Tracking?&lt;/h2&gt;
&lt;p&gt;La tecnología de eye-tracking usa luz infrarroja y cámaras para medir dónde los ojos de un usuario se fijan en una pantalla. El equipo registra posición del ojo 30-250 veces por segundo. El resultado: un heatmap mostrando qué áreas atraen atención y cuáles se ignoran.&lt;/p&gt;</description></item><item><title>Inclusive Design vs. Accessible Design: Why Both Matter</title><link>https://www.fernandoux.com/en/wiki/concepts/inclusive-vs-accessible/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/concepts/inclusive-vs-accessible/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Accessible design removes barriers for people with disabilities; inclusive design considers the broadest possible range of human diversity from the start.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="whats-the-difference"&gt;What&amp;rsquo;s the Difference?&lt;/h2&gt;
&lt;p&gt;Imagine a curb cut—a sloped section of sidewalk for wheelchair users. It technically makes sidewalks accessible to people with mobility challenges. But after implementation, everyone uses them: parents pushing strollers, delivery workers pushing carts, elderly people preferring the gentle slope, and travelers pulling luggage. Curb cuts are accessible but they&amp;rsquo;re also inclusive—they benefit a much wider population than just the disability they were designed for. Accessible design specifically removes barriers for people with disabilities through standards like WCAG compliance. Inclusive design takes a broader view: during initial planning, consider the full spectrum of human difference—disabilities, cultural backgrounds, age, experience level, economic status, language—and design for that diversity from the beginning. Accessibility targets a specific population; inclusion targets everyone.&lt;/p&gt;</description></item><item><title>Indagación Contextual</title><link>https://www.fernandoux.com/es/wiki/investigacion/contextual-inquiry/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/investigacion/contextual-inquiry/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Observar usuarios en su ambiente natural mientras trabajan—revela contexto que las entrevistas y encuestas nunca capturan.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-indagación-contextual"&gt;¿Qué es Indagación Contextual?&lt;/h2&gt;
&lt;p&gt;La indagación contextual es un método de investigación donde observas a usuarios en su ambiente nativo mientras realizan tareas reales. A diferencia de un estudio de laboratorio donde un usuario se sienta en un escritorio, la indagación contextual sucede donde los usuarios realmente trabajan. Un contador en su oficina. Un chef en una cocina. Un comprador en una tienda.&lt;/p&gt;</description></item><item><title>Indagación Contextual</title><link>https://www.fernandoux.com/es/wiki/research/contextual-inquiry/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/research/contextual-inquiry/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Observar usuarios en su ambiente natural mientras trabajan—revela contexto que las entrevistas y encuestas nunca capturan.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-indagación-contextual"&gt;¿Qué es Indagación Contextual?&lt;/h2&gt;
&lt;p&gt;La indagación contextual es un método de investigación donde observas a usuarios en su ambiente nativo mientras realizan tareas reales. A diferencia de un estudio de laboratorio donde un usuario se sienta en un escritorio, la indagación contextual sucede donde los usuarios realmente trabajan. Un contador en su oficina. Un chef en una cocina. Un comprador en una tienda.&lt;/p&gt;</description></item><item><title>Information Architecture</title><link>https://www.fernandoux.com/en/wiki/concepts/information-architecture/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/concepts/information-architecture/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Information Architecture (IA) is the practice of deciding how to organize, structure, and label the content of a digital product (such as a website or application) in a way that is understandable and allows users to find information and complete tasks efficiently.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-information-architecture"&gt;What is Information Architecture?&lt;/h2&gt;
&lt;p&gt;Imagine walking into a supermarket. You know the products are organized in some way: fruits and vegetables are together, dairy in another section, cleaning products in yet another. There are aisles with clear labels to help you navigate. Without that organization, finding the milk would be a nightmare.&lt;/p&gt;</description></item><item><title>Jobs to Be Done</title><link>https://www.fernandoux.com/es/wiki/investigacion/jtbd/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/investigacion/jtbd/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Entender qué intentan lograr los usuarios (no qué característica quieren) revela oportunidades de diseño que otros pierden.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-jobs-to-be-done"&gt;¿Qué es Jobs to Be Done?&lt;/h2&gt;
&lt;p&gt;Jobs to Be Done (JTBD) es un marco para entender la motivación del usuario. En lugar de preguntar &amp;ldquo;¿qué quieren los usuarios en un producto?&amp;rdquo;, JTBD pregunta &amp;ldquo;¿qué intenta lograr el usuario?&amp;rdquo;&lt;/p&gt;
&lt;p&gt;Un cliente no está comprando un taladro. Está comprando la capacidad de hacer un agujero. Un cliente no está comprando una aplicación de citas. Está intentando conocer a alguien. Un cliente no está comprando una herramienta de gestión de proyectos. Está intentando organizar el trabajo de su equipo.&lt;/p&gt;</description></item><item><title>Jobs to Be Done</title><link>https://www.fernandoux.com/es/wiki/research/jtbd/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/research/jtbd/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Entender qué intentan lograr los usuarios (no qué característica quieren) revela oportunidades de diseño que otros pierden.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-jobs-to-be-done"&gt;¿Qué es Jobs to Be Done?&lt;/h2&gt;
&lt;p&gt;Jobs to Be Done (JTBD) es un marco para entender la motivación del usuario. En lugar de preguntar &amp;ldquo;¿qué quieren los usuarios en un producto?&amp;rdquo;, JTBD pregunta &amp;ldquo;¿qué intenta lograr el usuario?&amp;rdquo;&lt;/p&gt;
&lt;p&gt;Un cliente no está comprando un taladro. Está comprando la capacidad de hacer un agujero. Un cliente no está comprando una aplicación de citas. Está intentando conocer a alguien. Un cliente no está comprando una herramienta de gestión de proyectos. Está intentando organizar el trabajo de su equipo.&lt;/p&gt;</description></item><item><title>Jobs to Be Done Framework</title><link>https://www.fernandoux.com/en/wiki/research/jtbd/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/research/jtbd/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Understanding what users are trying to accomplish (not what feature they want) reveals design opportunities others miss.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-jobs-to-be-done"&gt;What is Jobs to Be Done?&lt;/h2&gt;
&lt;p&gt;Jobs to Be Done (JTBD) is a framework for understanding user motivation. Instead of asking &amp;ldquo;what do users want in a product?&amp;rdquo;, JTBD asks &amp;ldquo;what is the user trying to accomplish?&amp;rdquo;&lt;/p&gt;
&lt;p&gt;A customer isn&amp;rsquo;t buying a drill. They&amp;rsquo;re buying the ability to make a hole. A customer isn&amp;rsquo;t buying a dating app. They&amp;rsquo;re trying to meet someone. A customer isn&amp;rsquo;t buying a project management tool. They&amp;rsquo;re trying to organize their team&amp;rsquo;s work.&lt;/p&gt;</description></item><item><title>Managing Design Projects</title><link>https://www.fernandoux.com/en/wiki/processes/project-management/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/processes/project-management/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Managing a design project involves planning, executing, and overseeing all tasks and resources related to the design of a product or feature, from initial research to the final handoff to development, ensuring that objectives, timeline, and budget are met.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-design-project-management"&gt;What Is Design Project Management?&lt;/h2&gt;
&lt;p&gt;Imagine you are a movie director. You do not just worry about making the cinematography beautiful or the actors performing well. You are responsible for everything: from the initial script (the strategy), the shooting schedule (the project plan), managing the team and the budget, to post-production and the premiere. You make sure all the pieces move in a coordinated way to deliver the movie on time and within budget.&lt;/p&gt;</description></item><item><title>Optimal Workshop</title><link>https://www.fernandoux.com/en/wiki/tools/optimal-workshop/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/tools/optimal-workshop/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A suite of tools for information architecture validation—card sort, tree test, and click tests reveal how users organize and find information.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-optimal-workshop"&gt;What is Optimal Workshop?&lt;/h2&gt;
&lt;p&gt;Optimal Workshop is a research platform specializing in information architecture (IA). It provides three main tools: card sorting, tree testing, and first-click testing. All three measure how users organize, navigate, and find information.&lt;/p&gt;
&lt;p&gt;Card sorting asks: &amp;ldquo;How would you organize these items?&amp;rdquo; Tree testing asks: &amp;ldquo;Can you find this item in this structure?&amp;rdquo; First-click testing asks: &amp;ldquo;Where would you click to find this item?&amp;rdquo; Each reveals different aspects of IA.&lt;/p&gt;</description></item><item><title>Optimal Workshop</title><link>https://www.fernandoux.com/es/wiki/herramientas/optimal-workshop/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/herramientas/optimal-workshop/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Un conjunto de herramientas para validación de arquitectura de información—card sort, tree test y click tests revelan cómo los usuarios organizan e encuentran información.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-optimal-workshop"&gt;¿Qué es Optimal Workshop?&lt;/h2&gt;
&lt;p&gt;Optimal Workshop es una plataforma de investigación especializada en arquitectura de información (IA). Proporciona tres herramientas principales: card sorting, tree testing y first-click testing. Las tres miden cómo los usuarios organizan, navegan y encuentran información.&lt;/p&gt;
&lt;p&gt;Card sorting pregunta: &amp;ldquo;¿Cómo organizarías estos items?&amp;rdquo; Tree testing pregunta: &amp;ldquo;¿Puedes encontrar este item en esta estructura?&amp;rdquo; First-click testing pregunta: &amp;ldquo;¿Dónde harías clic para encontrar este item?&amp;rdquo; Cada una revela aspectos diferentes de IA.&lt;/p&gt;</description></item><item><title>Optimal Workshop</title><link>https://www.fernandoux.com/es/wiki/tools/optimal-workshop/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/tools/optimal-workshop/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Un conjunto de herramientas para validación de arquitectura de información—card sort, tree test y click tests revelan cómo los usuarios organizan e encuentran información.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-optimal-workshop"&gt;¿Qué es Optimal Workshop?&lt;/h2&gt;
&lt;p&gt;Optimal Workshop es una plataforma de investigación especializada en arquitectura de información (IA). Proporciona tres herramientas principales: card sorting, tree testing y first-click testing. Las tres miden cómo los usuarios organizan, navegan y encuentran información.&lt;/p&gt;
&lt;p&gt;Card sorting pregunta: &amp;ldquo;¿Cómo organizarías estos items?&amp;rdquo; Tree testing pregunta: &amp;ldquo;¿Puedes encontrar este item en esta estructura?&amp;rdquo; First-click testing pregunta: &amp;ldquo;¿Dónde harías clic para encontrar este item?&amp;rdquo; Cada una revela aspectos diferentes de IA.&lt;/p&gt;</description></item><item><title>Patrones Oscuros (Dark Patterns): Qué son y por qué evitarlos</title><link>https://www.fernandoux.com/es/wiki/concepts/dark-patterns/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/concepts/dark-patterns/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Los &lt;strong&gt;Patrones Oscuros&lt;/strong&gt; (Dark Patterns) son técnicas de diseño engañosas que manipulan a los usuarios para que realicen acciones en contra de sus intereses en beneficio de la empresa.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-son-los-patrones-oscuros"&gt;¿Qué son los Patrones Oscuros?&lt;/h2&gt;
&lt;p&gt;Imagina un menú de restaurante diseñado para que los platos más caros parezcan los más baratos mediante un formato inteligente, confundiéndote para que pidas lo más costoso. Ese es el equivalente offline de un patrón oscuro. En los productos digitales, los patrones oscuros son opciones de diseño deliberadamente diseñadas para confundir, engañar o manipular a los usuarios para que realicen acciones que beneficien al negocio a expensas de los usuarios.&lt;/p&gt;</description></item><item><title>Principle</title><link>https://www.fernandoux.com/en/wiki/tools/principle/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/tools/principle/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A Mac-only animation prototyping tool that makes complex animations easy—perfect for microinteractions and transitions.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-principle"&gt;What is Principle?&lt;/h2&gt;
&lt;p&gt;Principle is a Mac-only prototyping tool specialized in animations. If Figma prototyping feels limiting for animations, Principle fills the gap. It&amp;rsquo;s drag-and-drop animation creation without learning After Effects.&lt;/p&gt;
&lt;p&gt;Principle excels at easing curves, timing, and sequencing animations. Complex animation sequences that take hours in After Effects take minutes in Principle.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;One sentence punch:&lt;/strong&gt; Principle makes animation prototyping as easy as interaction design—no animation software experience needed.**&lt;/p&gt;</description></item><item><title>Principle</title><link>https://www.fernandoux.com/es/wiki/herramientas/principle/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/herramientas/principle/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Una herramienta de prototipado de animación solo para Mac que hace animaciones complejas fáciles—perfecta para microinteracciones y transiciones.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-principle"&gt;¿Qué es Principle?&lt;/h2&gt;
&lt;p&gt;Principle es una herramienta de prototipado solo para Mac especializada en animaciones. Si el prototipado de Figma se siente limitante para animaciones, Principle llena el vacío. Es creación de animación drag-and-drop sin aprender After Effects.&lt;/p&gt;
&lt;p&gt;Principle excela en curvas de easing, timing y secuenciamiento de animaciones. Secuencias de animación complejas que toman horas en After Effects toman minutos en Principle.&lt;/p&gt;</description></item><item><title>Principle</title><link>https://www.fernandoux.com/es/wiki/tools/principle/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/tools/principle/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Una herramienta de prototipado de animación solo para Mac que hace animaciones complejas fáciles—perfecta para microinteracciones y transiciones.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-principle"&gt;¿Qué es Principle?&lt;/h2&gt;
&lt;p&gt;Principle es una herramienta de prototipado solo para Mac especializada en animaciones. Si el prototipado de Figma se siente limitante para animaciones, Principle llena el vacío. Es creación de animación drag-and-drop sin aprender After Effects.&lt;/p&gt;
&lt;p&gt;Principle excela en curvas de easing, timing y secuenciamiento de animaciones. Secuencias de animación complejas que toman horas en After Effects toman minutos en Principle.&lt;/p&gt;</description></item><item><title>ProtoPie</title><link>https://www.fernandoux.com/en/wiki/tools/protopie/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/tools/protopie/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A prototyping tool for complex interactions—animations, gestures, variables, and logic without code.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-protopie"&gt;What is ProtoPie?&lt;/h2&gt;
&lt;p&gt;ProtoPie is a prototyping tool designed for complex interactions that Figma&amp;rsquo;s prototyping can&amp;rsquo;t handle. Need a countdown timer? A calculator logic? Conditional flows based on user input? ProtoPie handles it.&lt;/p&gt;
&lt;p&gt;ProtoPie works like this: import designs from Figma, add interactions through the ProtoPie editor, and share via link. No coding required. The result is an interactive prototype that feels like a real app.&lt;/p&gt;</description></item><item><title>ProtoPie</title><link>https://www.fernandoux.com/es/wiki/herramientas/protopie/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/herramientas/protopie/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Una herramienta de prototipado para interacciones complejas—animaciones, gestos, variables y lógica sin código.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-protopie"&gt;¿Qué es ProtoPie?&lt;/h2&gt;
&lt;p&gt;ProtoPie es una herramienta de prototipado diseñada para interacciones complejas que el prototipado de Figma no puede manejar. ¿Necesitas un timer de cuenta regresiva? ¿Lógica de calculadora? ¿Flujos condicionales basados en entrada del usuario? ProtoPie lo maneja.&lt;/p&gt;
&lt;p&gt;ProtoPie funciona así: importa diseños de Figma, añade interacciones a través del editor de ProtoPie y comparte vía link. Sin código requerido. El resultado es un prototipo interactivo que se siente como una aplicación real.&lt;/p&gt;</description></item><item><title>ProtoPie</title><link>https://www.fernandoux.com/es/wiki/tools/protopie/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/tools/protopie/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Una herramienta de prototipado para interacciones complejas—animaciones, gestos, variables y lógica sin código.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-es-protopie"&gt;¿Qué es ProtoPie?&lt;/h2&gt;
&lt;p&gt;ProtoPie es una herramienta de prototipado diseñada para interacciones complejas que el prototipado de Figma no puede manejar. ¿Necesitas un timer de cuenta regresiva? ¿Lógica de calculadora? ¿Flujos condicionales basados en entrada del usuario? ProtoPie lo maneja.&lt;/p&gt;
&lt;p&gt;ProtoPie funciona así: importa diseños de Figma, añade interacciones a través del editor de ProtoPie y comparte vía link. Sin código requerido. El resultado es un prototipo interactivo que se siente como una aplicación real.&lt;/p&gt;</description></item><item><title>Prototypes</title><link>https://www.fernandoux.com/en/wiki/artifacts/prototypes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/artifacts/prototypes/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A prototype is an interactive simulation of a final product used to test and validate design concepts before development. Unlike mockups (which are static), prototypes are &amp;ldquo;clickable&amp;rdquo; and allow users to experience the flow of an application.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-are-prototypes"&gt;What are Prototypes?&lt;/h2&gt;
&lt;p&gt;If a mockup is the color model of a house, a prototype is a virtual guided tour through that model. It allows you to open doors, turn on lights, and move between rooms to understand what it feels like to live in it.&lt;/p&gt;</description></item><item><title>Quantitative Data</title><link>https://www.fernandoux.com/en/wiki/techniques/quantitative-data/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/quantitative-data/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Quantitative data in UX is numerical information that measures user behavior and attitudes. It focuses on the &amp;ldquo;how much,&amp;rdquo; &amp;ldquo;how many,&amp;rdquo; or &amp;ldquo;how often,&amp;rdquo; and is used to analyze patterns at a large scale, validate hypotheses, and measure the impact of design.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-quantitative-data"&gt;What Is Quantitative Data?&lt;/h2&gt;
&lt;p&gt;Imagine you own a store. Quantitative data is your sales report: it tells you how many customers came in, how many bought something, and which product sold the most. It gives you the numbers, the &amp;ldquo;what.&amp;rdquo;&lt;/p&gt;</description></item><item><title>Red Routes</title><link>https://www.fernandoux.com/en/wiki/artifacts/red-routes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/artifacts/red-routes/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 The top 5 user journeys your product must support flawlessly—identify these and everything else is secondary.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-are-red-routes"&gt;What are Red Routes?&lt;/h2&gt;
&lt;p&gt;Red routes are the core user journeys your product must support perfectly. The term comes from London&amp;rsquo;s Underground—red routes are the main lines that carry the most traffic. Everything else is secondary.&lt;/p&gt;
&lt;p&gt;For an e-commerce site, red routes are: browsing products, reading reviews, adding to cart, checking out, and contacting support. Everything else (wishlists, recommendations, social sharing) is nice-to-have.&lt;/p&gt;</description></item><item><title>Red Routes</title><link>https://www.fernandoux.com/es/wiki/artefactos/red-routes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/artefactos/red-routes/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Los 5 mejores viajes de usuario que tu producto debe apoyar sin falla—identifica estos y todo lo demás es secundario.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-son-red-routes"&gt;¿Qué son Red Routes?&lt;/h2&gt;
&lt;p&gt;Las red routes son los viajes de usuario principales que tu producto debe apoyar perfectamente. El término viene del Underground de Londres—las red routes son las líneas principales que llevan el tráfico más pesado. Todo lo demás es secundario.&lt;/p&gt;
&lt;p&gt;Para un sitio de e-commerce, las red routes son: navegar productos, leer reseñas, añadir al carrito, pagar y contactar soporte. Todo lo demás (listas de deseos, recomendaciones, compartir social) es nice-to-have.&lt;/p&gt;</description></item><item><title>Red Routes</title><link>https://www.fernandoux.com/es/wiki/artifacts/red-routes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/es/wiki/artifacts/red-routes/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Definición Rápida&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Los 5 mejores viajes de usuario que tu producto debe apoyar sin falla—identifica estos y todo lo demás es secundario.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="qué-son-red-routes"&gt;¿Qué son Red Routes?&lt;/h2&gt;
&lt;p&gt;Las red routes son los viajes de usuario principales que tu producto debe apoyar perfectamente. El término viene del Underground de Londres—las red routes son las líneas principales que llevan el tráfico más pesado. Todo lo demás es secundario.&lt;/p&gt;
&lt;p&gt;Para un sitio de e-commerce, las red routes son: navegar productos, leer reseñas, añadir al carrito, pagar y contactar soporte. Todo lo demás (listas de deseos, recomendaciones, compartir social) es nice-to-have.&lt;/p&gt;</description></item><item><title>Service Blueprints</title><link>https://www.fernandoux.com/en/wiki/artifacts/service-blueprints/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/artifacts/service-blueprints/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A Service Blueprint is a diagram that visualizes the relationships between different components of a service (people, processes, and objects) across the different stages of customer interaction. It&amp;rsquo;s like a [[Customer Journey Maps|Customer Journey Map]] with superpowers, as it not only shows what the customer sees, but also everything that happens &amp;ldquo;behind the curtain&amp;rdquo; to make that experience possible.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-are-service-blueprints"&gt;What are Service Blueprints?&lt;/h2&gt;
&lt;p&gt;Imagine that a [[Customer Journey Maps|Customer Journey Map]] is the view a diner has at a restaurant: they see the menu, talk to the waiter, receive their food. A Service Blueprint is the complete blueprint of the restaurant: it shows the diner, the waiter, but also the cooks in the kitchen, the ordering system, the suppliers who bring the ingredients, and the cleaning processes.&lt;/p&gt;</description></item><item><title>Tree Testing</title><link>https://www.fernandoux.com/en/wiki/techniques/tree-testing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/tree-testing/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Tree Testing is a UX research technique used to evaluate the &amp;ldquo;findability&amp;rdquo; of topics in a site or application&amp;rsquo;s &lt;a href="https://www.fernandoux.com/concepts/information-architecture/"&gt;Information Architecture&lt;/a&gt;. Users are asked to find specific locations in a simplified, text-only version of the site structure (the &amp;ldquo;tree&amp;rdquo;), without the influence of visual design or navigation.
 &lt;/div&gt;
&lt;/div&gt;</description></item><item><title>Usability Testing</title><link>https://www.fernandoux.com/en/wiki/techniques/usability-testing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/usability-testing/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A usability test is a fundamental UX research technique where real users are observed using a product (or a prototype) to identify usability problems, collect qualitative and quantitative data, and determine the participant&amp;rsquo;s overall satisfaction with the product.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-usability-testing"&gt;What Is Usability Testing?&lt;/h2&gt;
&lt;p&gt;Imagine you have designed a new can opener. You think it is revolutionary. Instead of just admiring it, you give it to 5 different people and ask them to open a can while you observe in silence. You see that three of them do not understand how to hold it, one cuts their finger, and the fifth takes two minutes to open the can. You are not judging whether the people are &amp;ldquo;clumsy&amp;rdquo;; you are evaluating whether your can opener is easy and safe to use.&lt;/p&gt;</description></item><item><title>User Interviews</title><link>https://www.fernandoux.com/en/wiki/techniques/user-interviews/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/techniques/user-interviews/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 A user interview is a qualitative research technique in which a researcher asks a user (or potential user) questions to gain a deep understanding of their behaviors, needs, motivations, and pain points in relation to a specific problem or product.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-are-user-interviews"&gt;What Are User Interviews?&lt;/h2&gt;
&lt;p&gt;Imagine you are a journalist preparing a documentary. You do not send a questionnaire to the protagonist; you sit down with them and have a deep conversation. You ask open-ended questions so they tell you their story in their own words. You want to understand their experiences, their emotions, and what motivates them.&lt;/p&gt;</description></item><item><title>User Research Activities</title><link>https://www.fernandoux.com/en/wiki/processes/research-activities/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/processes/research-activities/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 User research activities (UX Research) are the set of methods and techniques used to understand users, their behaviors, needs, and motivations. It is the systematic process of collecting and analyzing data to inform the design process and decision-making.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-are-research-activities"&gt;What Are Research Activities?&lt;/h2&gt;
&lt;p&gt;Imagine you are a detective about to solve a big case. You do not go out on the street and interrogate random people. First, you define the mystery (&amp;ldquo;Who stole the cookies?&amp;rdquo;). Then, you identify your key witnesses (participants), prepare your list of questions (script), decide how you will analyze the clues (synthesis), and finally present your conclusions. A UX research plan is exactly that: a detective&amp;rsquo;s plan to solve a mystery about users.&lt;/p&gt;</description></item><item><title>Workshop Preparation</title><link>https://www.fernandoux.com/en/wiki/processes/workshop-preparation/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.fernandoux.com/en/wiki/processes/workshop-preparation/</guid><description>&lt;div class="info-panel"&gt;
 &lt;div class="info-header"&gt;
 &lt;span class="material-symbols-outlined info-panel-icon"&gt;info&lt;/span&gt;
 &lt;span class="info-panel-label"&gt;Quick Definition&lt;/span&gt;
 &lt;/div&gt;
 &lt;div class="info-content"&gt;
 Workshop preparation is the process of designing and planning a collaborative work session, with a clear objective, a structured agenda, and a series of dynamic activities, to achieve a specific result within a limited time.
 &lt;/div&gt;
&lt;/div&gt;

&lt;h2 id="what-is-workshop-preparation"&gt;What Is Workshop Preparation?&lt;/h2&gt;
&lt;p&gt;Imagine you are the host of an important dinner. You do not wait until the guests arrive to decide what you are going to cook. Weeks in advance, you plan the menu (the objective and activities), make the shopping list (the materials), prepare some ingredients ahead of time (the pre-work), and set the table (the environment). The success of the dinner depends 90% on this preparation.&lt;/p&gt;</description></item></channel></rss>