127 posts categorized "user experience"

Tuesday, 03 May 2011

Learning from Magicians

I'm re-reading a classic Tog paper "Principles, Techniques, and Ethics of Stage Magic and Their Application to Human Interface Design" from 1993 and unlike many technology articles it remains just as fresh 18 years later.

Some favorite bits & pieces from the paper…

"Consistency is the key to conviction.... No matter how effective an inconsistent part may be, the damage that it does to the routine as a whole more than offsets whatever advantages it may have in itself."– Nelms. "Irregularities destroy naturalness and conviction. When naturalness disappears, and when something unnatural is evident, the spectator’s attention immediately becomes vigilant and alert. In the normal course of events, this is disastrous to deception."–Fitzkee (1945);
Showmanship does not mean, to use Ted Nelson’s term, "adding ketchup" (Nelson, 1991). It implies the application of a deep understanding of human nature to the task of making software seem vital, involving, and fun.
Showmanship is the gentle seduction of the users, leading them to accept, believe in, and feel in control of the illusory world we have built for them.
Maintaining an illusion on a computer requires the same level of commitment and fervor historically displayed by the Disney company. And it can be as easily damaged. The Star, Lisa, and early Macintosh displayed finely crafted illusions. Today, our system illusions are rent by inconsistencies, program crashes, and unfathomable conceptual models.
Programmers who have not made the transition to the design model’s illusion are easy to spot: they meet any attempt on the designer’s part to create a new and interesting design model with, "Yes, but that’s not the way it really works." The last thing a magician wants is for his spectator’s model of the act to bear any relationship to "the way it really works."
In the 1930s, a major high-rise office building was opened with what soon proved to be too few elevators. After a series of engineering firms were brought in, each confirming that there was no way to either speed up the existing elevators or add additional ones, the building owners, in despair, brought in an interior designer. The designer recommended that huge floor-to-ceiling mirrors be installed between each pair of elevators, and the complaints disappeared. People now had something to do while waiting: either gazing at their own magnificent image or peering secretively at others with little fear of being caught.

The engineers had concentrated on reducing objective time; the designer concentrated on reducing subjective time. Reducing subjective time works.

If users cannot trust the system, if they are occasionally but violently thrust into the programmer’s reality, they can not, will not, and should not believe in the world we are making for them.
"Pipelining"–drawing screens, gathering data before needed–is a form of anticipation. Printer buffering is a form of premature consumption. These techniques illustrate that the timing of the user’s illusion need not track the reality of the operating system or hardware.

One caveat: illusion is sometimes shattered on our computers when something goes wrong: telling the user that "the document has been successfully sent to the printer" when the document has in fact only been spooled to the computer’s internal print buffer would seem like a good idea, but not when a difficulty arises with the print buffer software and the user ends up dragging a properly-functioning 100 pound laser printer into the shop for repair. We need to consider the entirety of the user’s reality, and that consists of both the expected and unexpected.

Friday, 25 March 2011

IxD Resources - Psychology Edition

A core skill of interaction design is understanding how people think — specifically in relation to software systems but also on a general level. Most of this knowledge comes from observation & experience and the occasional psychology book in my IxD reading rotation. 

I've recently come across a couple great sites that are useful resources for understanding people:

What Makes Them Click
The author has a Ph.D. in Psychology and offers great tips on how people think and relating that to software design.

You Are Not So Smart
I love the tagline : "A celebration of self-delusion".  There are not many direct ties into software design, however the stories around each topics are fun and very useful in understanding how people tick.

UX Myths
This site starts from a UX focus and many of the myths center around how people really think. Each article contains lots of links to supplemental material.

Wednesday, 02 March 2011

Lessons from the Medical Field

In the past year and a half of working for a company in the healthcare field, I've been reading more medical related articles. The CTO recently shared a couple of articles that offer great lessons for interaction designers.

Patients Lie, by Davis Liu, MD demonstrates what people say rarely matches with the real problem. Clients, whether internal or external, tend to present what they think should be the solution. It is our duty to listen and ask questions to get at the root cause... the real problem they need to solve. 

18 Stethoscopes, 1 Heart Murmur and Many Missed Connections by Madeline Drexler is a lesson in empathy and communication. Interaction designers need to find ways to connect and empathize with the people using their solutions. If you're fortunate to have constanct access to the your end users, designers need to gain the trust of the users and minimize the "patients lie" syndrome.

Essentially, as is the case with many professional fields, interaction designers operate in a customer service role. While mad Photoshop and CSS skills are highly touted, not enough emphasis is placed on the listening, communication and service skills that are critical to being a better designer. The best prototype in the world won't matter if the solution is misguided. 

Wednesday, 02 February 2011

UI Humor

I love humor in software interfaces and even companies like Google who have a ginormous user base still find ways to have a little fun. I accidentally clicked on Task Manager in Chrome — it's right below Extensions, which is what I meant to click on — and I see a link called "Stats for nerds". Love it!

ChromeTaskManager

Tuesday, 25 January 2011

I Do Details

Excellent example of the importance of interaction design skills in software design, detailed by Basil Safwat How the iPhone mail app decides when to show you new mail. The Apple team once again demonstrates the thoughtfulness they put into their software that comes from attention to detail and understanding of how people use software in various contexts. 

This example helps underscore the need to have someone on your team who's main priority is to focus on these small details. It results in the difference between an irritating experience over and over and one that is so great you don't even notice it.

image from theinvisible.s3-external-3.amazonaws.com
Only 2 posts so far at The Invisible... I eagerly await more.

Tuesday, 14 September 2010

Being a UX Designer in an Agile World

Excellent presentation by Dmitry Nekrasovski on Surviving and thriving as a UX professional in an Agile development organization. Loved the tips on being a facilitator and a keeper and communicator of the big vision. One area that is tough for UX designers is being lightweight. It is challenging to design just enough for the next sprint while attempting to maintain a coherent vision. But with Agile, it's all about inspect and adapt and that includes the design.

Thursday, 10 June 2010

Creating Positive User Experiences

Tech Talk at Google I/0 2010 on principles of positive user experiences by John Zeratsky of YouTube and Matt Shobe of Google. Full of tips and examples. The principles:

  1. Be fast
  2. Be yourself
  3. Engage in conversations
  4. Be willing to give up control
  5. Be polite
  6. Prepare for failure
  7. Be reliable

Friday, 19 March 2010

Rich Internet Application Screen Design | UX Magazine

User Goal Structure

Designing a rich Internet application (RIA) can test even an experienced design team. The hardest challenge is to blend Web and desktop paradigms to create a responsive and intuitive experience. Some paradigms that exist in the desktop environment are ill-suited for the Web, while many of the Web paradigms people are familiar with (paging, explicit refresh) are no longer necessary with RIA technologies like Flex and Ajax. As this space matures, we are learning more and more about which boundaries can be pushed, and which patterns transcend time and technology. While working on the book Designing Web Interfaces, Bill Scott and I explored hundreds of Web applications searching for these patterns. Armed with a crazy amount of examples, we distilled the patterns into six principles:

  • Make It Direct
  • Keep It Lightweight
  • Stay in the Page
  • Provide Invitations
  • Use Transitions
  • React Immediately

But we didn't tackle the larger topic of how to create a rich application. What is the process? How did products like Mint, Balsamiq, and Wufoo get so good?

This article will outline the process we use to create rich applications, focusing primarily on screen design. All of the content is geared specifically toward productivity applications like Software as a Service (SaaS) products and Rich Enterprise Applications (REAs).

via www.uxmag.com

Excellent article on designing RIA's with great example of screen patterns.

Friday, 13 November 2009

Good Reads Oct 19 - Nov 13

“Just add an egg” – Usability, User Experience and Dramaturgy
It's not just about ease of use and speed, it's also about the experience and even enabling the user to play a social role.

Jesse James Garrett | UX Week 2009 | Adaptive Path
"The user experience mindset is an acquired condition for which there is no cure."

The Myth of Usability Testing
The results are only as good as the tests. Use the right tool and design the test properly for the context and goals of the site.

A Plea to All Creatives: Stop Going to Work
"Balance = happy = creative = productive. Repeat."

go outside

Design - Exploring Options and Making Decisions
Jared Spool's summary of various workshops at User Interface 14.

How to Recover From Project Failures
Good ideas for recognizing, discussing, and resolving issues during a project.


Friday, 16 October 2009

Good Reads Week of Oct 12

Fresh vs. Familiar: How Aggressively to Redesign
People don't like change so incremental changes to existing design are best. But sometimes a complete overhaul is warranted.

How To Persuade Your Users, Boss or Clients
Great tips for any profession.

Google's Marissa Mayer Assaults Designers With Data
Love Google but as a designer I would not want to work there. Lots of great designs were done without a ton of data to back them up.

The Six "Wow" Features of Windows 7
I'm glad to hear Microsoft is took more of a design approach but this Mac snob will not be silenced.

Good IXDers borrow, great ones steal...
Excellent summary of various disciplines that we should steal from.

The Manhattan Transcripts - from moma.org
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