I read this more as "things my grandpa would tell me if he were a UX
designer..." In that context these all work for me. It seems I can't work
the reply/reply all buttons either as I sent the following direct to Dan:

*Meaning through context*: the context of information supplies and changes
its meaning, relevance, and usefulness.

Steve

2008/10/23 Will Evans <[EMAIL PROTECTED]>

> I think of tips and tricks as in, "when confronted with X situation, do Y,"
> and that those are very different than heuristics, guiding principals,
> mantras, best practices - which some of these really sound like.
>
> Tips and Tricks:
>
> *1. Paradox of choice: It is more difficult for users to choose from many
> options.*
>
> This doesn't feel like a tip or a trick - it seems like an aphorism -
> "measure twice, cut once" is a tip, "haste makes waste" is an aphorism -
> no?
> *
> 2. Context through content: Exemplars can clarify categories.*
> Again - this doesn't quite feel like a tip or trick - be honest, am I just
> not getting you?
>
>
> *3. Plain language: Jargon-free language tends to have the longest reach.*
> Good tip, and also good guiding principle
> *
> 4. Multiple front doors: Any page on the site may be a "home" page.*
> Good tip and principle
> *
> 5. Scale and growth: Expect content to grow and create navigation systems
> that
> accommodate growth.*
> "Build to scale" would be a better tip. Maybe its just phrasing which, like
> semantics, I suppose - is either critically important or as ephemeral and
> useful as a fart in the wind (which Jared says actually can be very useful
> -
> if it is well placed).
>
>
> *6.Multiple wayfinding systems: Give users more than one way of finding
> information.*
> Good tip and guiding principle
>
> *7. Abstraction, templating, modularization: Sites are composed of
> templates
> and
> components.*
> To what end? To make the site more efficiently built? Is this for the user
> or the developer? Who benefits from this? Is it a design principle or tip?
> Not sure.
>
> *8. Progressive disclosure: Reveal bits of information at a time to create
> a
> strong scent.*
> Yeah - I don't know if I feel the love here - sometimes people don't want
> the UI to be coquettish - give me the whole enchilada so I can see if it's
> worth it - and I think the wayfinding systems accounts for scent - not
> progressive disclosure, no?
>
> just some thoughts - I think you done good here, and no doubt people will
> agree with you and eviscerate me - but all for a good cause.
>
> Peace.
>
>
>
> On Wed, Oct 22, 2008 at 10:20 AM, Dan Brown <[EMAIL PROTECTED]> wrote:
>
> > [Originally appeared on IAI's mailing list. A couple people suggested I
> > post
> > this here, to IxDA's discussion list, and provide a little more context.]
> > <context type="more">
> > If you didn't see Jared Spool's keynote at the IA Summit earlier this
> year,
> > you missed an interesting perspective on "user-centered design". One of
> my
> > main take-aways was that the key ingredient to a successful design team
> is
> > not a solid, formal methodology. Instead, it's that the design team
> shares
> > a
> > common vision and the designers have a set of good tips and tricks to
> draw
> > from.
> > </context>
> >
> > Ever since Jared's keynote in Miami, I've been thinking about the tips,
> > tricks, and techniques for information architects.
> > For me, the exercise is about excluding (a) rules of thumb (which
> generally
> > don't account for context) and (b) techniques pertaining to interface
> > design
> > rather than internal structures (because there are already a lot of UI
> tips
> > & tricks).
> > I've compiled eight (a good number!) of them. I'm using these as the
> first
> > "chapter" in my revised Intro to IA class, so if you've got good (or bad
> or
> > contrary) examples of these techniques, I'd love to see them!
> >
> > Paradox of choice: It is more difficult for users to choose from many
> > options.
> > Context through content: Exemplars can clarify categories.
> > Plain language: Jargon-free language tends to have the longest reach.
> > Multiple front doors: Any page on the site may be a "home" page.
> > Scale and growth: Expect content to grow and create navigation systems
> that
> > accommodate growth.
> > Multiple wayfinding systems: Give users more than one way of finding
> > information.
> > Abstraction, templating, modularization: Sites are composed of templates
> > and
> > components.
> > Progressive disclosure: Reveal bits of information at a time to create a
> > strong scent.
> >
> > I'm less interested in discussing the merits of Jared's findings. Whether
> > or
> > not you're a strong proponent of formal methodology or not, having a set
> of
> > design principles (to borrow a term from Leah Buley's talk) seems
> important
> > in any situation. While these can vary from project to project
> (accounting
> > for specific contexts), I do have a core "platform" that drives most of
> my
> > thinking.
> >
> > Looking forward to your thoughts!
> > -- Dan
> >
> >
> > --
> >
> > Dan Brown, Principal • (301) 801-4850
> > EightShapes, LLC • eightshapes.com
> > Also at: communicatingdesign.com • greenonions.com
> >
> >
> >
> > --
> >
> > Dan Brown, Principal • (301) 801-4850
> > EightShapes, LLC • eightshapes.com
> > Also at: communicatingdesign.com • greenonions.com
> > ________________________________________________________________
> > Welcome to the Interaction Design Association (IxDA)!
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> >
>
>
>
> --
> ~ will
>
> "Where you innovate, how you innovate,
> and what you innovate are design problems"
>
>
> ---------------------------------------------------------------------------------------------
> Will Evans | User Experience Architect
> tel: +1.617.281.1281 | [EMAIL PROTECTED]
> aim: semanticwill     |  gtalk: wkevans4
> twitter: semanticwill | skype: semanticwill
>
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-- 
----------------------------------------------
Steve 'Doc' Baty B.Sc (Maths), M.EC, MBA
Principal Consultant
Meld Consulting
M: +61 417 061 292
E: [EMAIL PROTECTED]

Blog: http://docholdsfourth.blogspot.com

Member, UPA - www.upassoc.org
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