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Posts Tagged ‘management’

User Experience, Usability and Design links for March 9th

I bookmark a lot of pages and sites which I find interesting, inspirational and informative every day! I’d like to share some of them with you here. In general they are about user experience, usability, UCD, accessbility and design. In general, but not always!!

  • Try the "Lightening Quick" Mental Model Method
    When I was making a lot of mental models in the get-it-to-market-yesterday dot com boom of the late 1990's, I used a technique that resulted in a mental model plus gap analysis brainstorm in the course of one day. Now that it's the not-in-this-economy post economic slump, I think it's time to put this technique to use again. Today, in fact, I got together with a group of nine talented design agency folks and we spent 2.75 hours putting together a set of towers based on 24 individual stories, and then spent rest of the day brainstorming ideas to support those towers. Here's how we did it.
  • Playing Well with Others: Design Principles for Social Augmented …
    Technical barriers to delivering augmented reality (AR) experiences on a broad scale are falling rapidly
  • The Craft of Interaction Design
    The following text is a transcript of a talk by Gillian Crampton-Smith at Innovation Forum Interaction Design, Potsdam, March 2007. The aim of the two-day conference was to focus on all aspects of interface and interaction design: mobile telephone and media interfaces, problem solutions and product visions, web pages and virtual worlds, art and commerce, business and science. Using both concrete projects and visionary concepts, current developments in interaction design were presented and discussed by regional and international experts from the design, research and business worlds.
  • The Panic Status Board
    …The idea quickly grew beyond “Project Status”, and has become a hub of all sorts of internal Panic information. What you’re actually looking at is an internal-only webpage that updates frequently using AJAX which shows:
  • Do’s and Don’ts of Usability Testing
    Usability testing is one of the least glamorous, but most important aspects of user experience research. Over the years, it has also been one of the forms of user research we have performed most frequently. In doing so, we’ve learned quite a few best practices and encountered some potential pitfalls. We think it’s important that we share what we’ve learned with the many stakeholders, designers, and engineers who might find this information helpful.
  • Autocomplete design pattern
    Problem summary: The user needs to enter information into a text box which is prone to be mis-typed, hard to remember, or ambiguous.

Please do feel free to suggest other related (and unrelated ones)!

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User Experience, Usability and Design links for February 26th

I bookmark a lot of pages and sites which I find interesting, inspirational and informative every day! I’d like to share some of them with you here. In general they are about user experience, usability, UCD, accessbility and design. In general, but not always!!

  • 15 Ways to Increase Trust in Your Landing Pages | Unbounce
    Web visitors are a fickle bunch. They’ll stop by your landing page after becoming interested in your banner ad or Google AdWords ad, and then they’ll put on their “Judge Every Book By It’s Cover” hat and give you roughly 5 seconds to impress them.
  • Content strategy is, in fact, the next big thing
    I think it’s because the reality of social media initiatives—that they’re internal commitments, not advertising campaigns—has derailed more than a few organizations from really implementing effective, measurable programs. Most companies can’t sustain social media engagement because they lack the internal editorial infrastructure to support it.
  • Managing UX teams
    I gave a talk yesterday at the Usability Professionals Association (UPA) conference about managing user experience teams. (It’s a version of a talk that I gave last year at the IA Summit and again at UX Week.) In it, I talk about the importance of personality in hiring, and how personality and can make or break a fit.
  • Surprise as a design strategy
    "A surprise reaction to a product can be beneficial to both a designer and a user. The designer benefits from a surprise reaction because it can capture attention to the product, leading to increased product recall and recognition, and increased word-of-mouth. Or, as Jennifer Hudson puts it, the surprise element 'elevates a piece beyond the banal'. A surprise reaction has its origin in encountering an unexpected event. The product user benefits from the surprise, because it makes the product more interesting to interact with. In addition, it requires updating, extending or revising the knowledge the expectation was based on. This implies that a user can learn something new about a product or product aspect." (Geke D.S. Ludden, Hendrik N.J. Schifferstein & Paul Hekkert)
  • Experience Maps
    An interesting depiction of user experience has surfaced the other week over at the nForm blog in the form of an experience map. Gene and his team has come up with a way to represent gaming related experiences of three distinct gamers. In a way then this is a merger between a persona and a time based representation. The other interesting thing about this is the visualization and separation of at least three types of experiences: ongoing, exploratory and influenced. Each type of experience has been shown in a standardized and specific way. Furthermore, the diagram also captures and represents a variety of channels which the personas are utilizing at a given point in time. Overall, it’s always interesting to see when designers attempt to convey such comprehensive and unified high level deliverables.

Please do feel free to suggest other related (and unrelated ones)!

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User Experience, Usability and Design links for February 18th

I bookmark a lot of pages and sites which I find interesting, inspirational and informative every day! I’d like to share some of them with you here. In general they are about user experience, usability, UCD, accessbility and design. In general, but not always!!

  • Fantastic Information Architecture and Data Visualization Resources
    Information architecture can be a daunting subject for designers who’ve never tried it before. Also, creating successful infographics and visualizations takes skill and practice, along with some advance planning. But anyone with graphic design skills can learn to create infographics that are effective and get data across in a user-friendly manner.
  • The Business Case for A/B Testing
    Does design of a sales page matters? Traditional reasoning says that the product always remains the same no matter how you dress it up on the sales page. So, one should focus on making the product more awesome rather than investing time to make it look awesome. Well, the reasoning sounds plausible in theory but the data says it is not well grounded.
  • Color Theory for Web Design: The Meaning of Color
    Color in design is very subjective. What evokes one reaction in one person may evoke a very different reaction in someone else. Sometimes this is due to personal preference, and other times due to cultural background. Color theory is a science in itself. Studying how colors affect different people, either individually or as a group, is something some people build their careers on. And there’s a lot to it. Something as simple as changing the exact hue or saturation of a color can evoke a completely different feeling. Cultural differences mean that something that’s happy and uplifting in one country can be depressing in another.
  • The top 5 new rules of productivity
    We all want to increase productivity and get more done with our working hours. There’s just one problem: Most people’s view of productivity comes from an industrial age view of work.
  • Navigating the latest in navigation trends
    We’ve been following three new navigational trends that we think will change the way the industry traditionally builds navigation systems and how users interact with them.

Please do feel free to suggest other related (and unrelated ones)!

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User Experience, Usability and Design links for February 16th

I bookmark a lot of pages and sites which I find interesting, inspirational and informative every day! I’d like to share some of them with you here. In general they are about user experience, usability, UCD, accessbility and design. In general, but not always!!

  • Better User Experience With Storytelling, Part 2 – Smashing Magazine
    Concluding this two-part article, we hear from creative professionals who are leading the way in this relatively new world of combining the craft of storytelling with user experience. We’ll also see how storytelling can be applied to more than just interactive experiences: we find it in everything from packaging to architecture.
  • The Usability Mindset: What You Need to Know Before Implementing User …
    To succeed, you're going to have to shift the core belief system of your organization. If you can't pull this off, you'll encounter resistance at every turn, and your project is destined for failure.
  • Hierarchy of Need
    The Hierarchy of Needs was devised by the psychologist Abraham Maslow (1943) and is a theory of motivation. The hierarchy comprises the following five needs: 1. Physiological, 2. Safety, 3. Social, 4. Esteem, 5. Self-actualisation. Maslow argued that the lower-order 'deficiency needs' (1-3) have to be met before the higher-order 'growth needs' (4-5) can be satisfied. As each of the needs is satisfied, so the need at the next level becomes more important to the individual.
  • Creating successful style guires
    Style guides are a great way to ensure user experience consistency when developing an application and a way to communicate user experience standards across an organization. They can be application specific, platform specific, and may encompass enterprise-wide standards. A style guide can help make the development of user interfaces more efficient and help ensure good user interface design practices.
  • The user experience design career path
    User experience (UX) design has a reputation for being both hard to get into and hard to progress from. I talked about how to get into UX design in my last article, so now I want to talk about where you go once you get in. In some ways, this is actually a harder problem. There are books that introduce you to UX design but none that really show you how to branch out once you’ve established yourself as a UX designer
  • THE USAGE LIFECYCLE
    When you start framing design in terms of the usage lifecycle, you begin to see how each stage has different design challenges. What was a huge show-stopping issue for users at first contact is never a problem for them in later stages. What is a complex issue during regular use never occurs to someone just starting out. In this way the point at which people are in the lifecycle determines context for the user as much as anything else. Just as much as we need to “know your user” we need to know what they’re doing…rather, where they are in the usage lifecycle.
  • FormFiftyFive – Design inspiration from around the world

Please do feel free to suggest other related (and unrelated ones)!

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Some bookmarks added by Alex Horstmann on January 28th

I bookmark a lot of pages and sites which I find interesting, inspirational and informative every day! I’d like to share some of them with you here. In general they are about user experience, usability, UCD, accessbility and design. In general, but not always!!

  • The Affinity Diagram (KJ Analysis)
    Some problems are really messy. You have lots of pieces of information that do not seem to fit together. To make matters worse, much of the information is scattered around the place and is probably not written down. People disagree about what the real problem is (if the get that far) and meetings achieve nothing, breaking up in disarray.
    This kind of problem is something of a quality professional's nightmare. There is seldom any solid quantitative data available to nail things down – it is all snippets and pieces of qualitative gossip and opinion.
    The Affinity Diagram is just the tool for solving this kind of mess, and KJ is the most common way of building the diagram.
    It is also useful as a way of organising the results of a Brainstorm, where you start with a creative idea in mind and generate number of possible ideas around it.
  • Fundamentals of Leadership: Communicating a Vision
    Today's business climate of outsourcing, in-sourcing, virtual teams, and ROI-driven objectives can leave a manager at any level feeling powerless. Yet, we often see examples of those who can elicit unwavering support from their teams, driving highly effective projects, and getting the best performance from employees despite ever-increasing workloads. What is it about these individuals that makes them stand out as great leaders? Generally, the answer is the difference between a strict management model and one that includes basic principals of leadership. There are recognizable characteristics in great leaders and simple strategies anyone can adopt to improve employee performance and change the work environment for the better.
  • Focus Groups Reconsidered
    Focus groups have a poor reputation in the design community. They’ve been around since the 1940s and look increasingly old-fashioned against the prevailing wave of ethnographic techniques now in vogue. If you sort through a pack of IDEO method cards you’ll find focus groups omitted with prejudice.
  • The Differences between Usability and User Experience – InsideRIA
    "Usability refers to the ease with which a user can accomplish his or her goals using any tool. (…) Somewhat in contrast, user experience refers to the way a user perceives his or her interaction with a system. User experience design encompasses both interaction design and visual design and seeks to promote an interface that is pleasing to the user." (RJ Owen – InsideRIA)
  • ignore the code: Realism in UI Design
    The history of the visual design of user interfaces can be described as a gradual change towards more realism. As computers have become faster, designers have added increasingly realistic details such as color, 3D effects, shadows, translucency, and even simple physics. Some of these changes have helped usability. Shadows behind windows help us see which window is active. The physicality of the iPhone’s user interface makes the device more natural to use.

Please do feel free to suggest other related (and unrelated ones)!

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