On 23 Jan 2008, at 01:19, Todd Zaki Warfel wrote:
>
> On Jan 22, 2008, at 5:07 PM, Andrei Herasimchuk wrote:
>
>> My experience tells me that the best ratio regardless is somewhere
>> around 1 designer for every 4 to 6 engineers.
>
> BTW, I can only speak as an outie on this one, but I'd agree wi
On 22 Jan 2008, at 12:07, Bruno Figueiredo wrote:
> Anyway, I think that the main problem is the general lack of knowledge
> on how good an interface can be. I'm not talking about ROI, athough
> that's a very strong (and also difficult to proove) argument. I'm
> talking about the lack of frustrat
On 22 Jan 2008, at 19:23, Bruno Figueiredo wrote:
[snip]
> My question is: why do people keep buying products with crappy
> interfaces? I
> guess that since most products ship with poor interfaces, people
> have very
> low expectations. But these kind of products have been around for
> what?
I'm currently starting a master's thesis work on a experimental GUI model for
mobile phones, and thought I should ask here for some pointers since there
are obviously a lot of knowledge available.
The plan is (very roughly) this:
1. Decide what programming language to use
2. Make a first prototy
I was reminded of this thread last night when I took some money out of
a Barclays atm. They have the alignment of buttons and actions sorted.
They put a block arrow to each of the buttons even if there is no
associated action. That means you can be sure what position it is you
want to hit.
With r
The situation described here is not one where consumers have a choice. That
is, the company involved isn't presenting the new design to consumers and
allowing them to vote with their feet. Instead, they have noted that the
old design is selling, so they don't see the ROI they could realize fro
Having read the Jared Spool article Susie pointed out, I think that
it's now clearer to me. The development stages he outlines there
make perfect sense and explain a lot about the maturity of markets
and why on the initial stages of exploring a market niche products
are so ill conceived.
. . . .
Something that I've noticed across usability and design discussion
groups is that those of us who design and evaluate products often have
a difficult time agreeing on what a "great user interface" really is.
In fact, as a field, we are excellent at critiqueing products and
providing bad examples, b
This is why World Usability Day was started a few years ago. It is a way
to try to educate the public that they don't have to settle for
difficult to use products, that there is a large group of people that
can help make things easier. World Usability Day is growing each year so
I can only hope we
Here's my 2-cents:
Fact of the matter is, crappy UI's DO NOT SELL. If you don't give
the user/client a choice, they won't know any better and just take
it as it is. Down the line, they'll be figuring ways to reduce
overhead not knowing that a crappy UI may increase productivity time,
thus overhe
On 1/23/08, squall <[EMAIL PROTECTED]> wrote:
> I'm currently starting a master's thesis work on a experimental GUI model for
> mobile phones,
>
> What programming language would be most convenient? The GUI is supposed to
> offer icon based navigation (very traditional mobile style like SE or
> Sym
If your are introducing a new feature on a consumer web site, does it always
need to be overtly called out? Particularly if it a catch up feature (your
competition already has something similar). I am wondering if there is benefit
in letting the user discover a cool feature (any behaviorists out
Mark -
I would say that if it's a potentially disruptive new feature - then call it
out in some way - if it's a catch up feature - let it soft-launch because as
you intimate - it draws attention to the fact that you are a latecomer and
playing catch-up...
This actually just happened to me last nigh
"This is why World Usability Day was started a few years ago."
With all due respect Sue, I cannot see how WUD is trying to reach the public
with the World Usability Day when from the start the name of the event is
not consistently localised to a country's language. You know, the always
Coca-Cola/
Another example of horrid User Experience leading to digruntled customers -
Apple (believe it or not), announce that iTunes via Wifi would be available
to all iPhone customers in select Starbucks. This was pretty cool and I got
amped to try it out. I went into a starbucks and there was a song from
it depends on the nature of your product. i think it's especially important
for products that are either mission critical and/or where financial
transactions are involved.
for example:
we're constantly deploying enhancements to our product every 2 weeks with
changes that touch UI to behind the sce
On 22/01/2008, Todd Zaki Warfel <[EMAIL PROTECTED]> wrote:
>
> 6. Buyer isn't the user. How many people here in large-mid sized
> companies? Go ahead, raise your hands. Okay, how many of you get to
> pick the platform and applications you use? Oh, right.
I think the term is 'Golf course purchases
The downside to this approach is that you basically turn your customers into
an extension of your QA team.
If something's not working, they'll be inconvenienced regardless, but their
complaints are far less likely to be publicized.
(We've had to use this approach where I work as well, and it has it
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Barbara Ballard wrote:
>
> You are going to test on an actual device? If possible, you should -
> interaction will be different when people have the device in their
> hands as opposed to on a computer. Also, are you making any changes or
> assumptions regarding the input mechanisms?
>
Yes, cur
I hope I don't come off as the cynical sandwich in the picnic basket,
but I believe it sometimes happens to keep
power in the hands of the developers/software company - they remain
the gatekeeper of knowledge about their
product and its interface. Just sometimes.
Scott
--
sing while you may
_
You might want to check out the book Mobile Interaction Design.
As far as personas go, all I can say is it depends. Who are your
users? What is the context. Start there. You have to understand who
your users are before you can start creating personas.
I know there is an extensive thread on
Another reason to soft launch, at least initially, it is to see how your
systems perform, to gather feedback from users who discover the new
feature (if you have a tool for that) and to give yourself an
opportunity to roll back to the previous version of the product quietly
if unexpected problems
Just thought I'd share:
http://www.jasonsantamaria.com/archive/2008/01/23/mucking_up_the_fireworks.php
Jason Santa Maria posted an excellent rant on his blog about the lack
of a solid design application for creating GUIs. Most of us jump
through hoops to accomplish our designs in traditional
=
6th European Interactive TV Conference
EuroITV 2008 Changing Television Environments
July 3rd to 4th 2008 in Salzburg, Austria
http://www.EuroITV2008.org
=
Supported
>Jeff White asked: "
>How can you even know if ACD is any different than UCD if you're
>saying UCD is not defined?"
Personally, Jeff, when I take a UCD approach, I completely ignore
anything related to activity and focus exclusively on the state
of the user's soul.
Otherwise I might accidenta
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For as long as you can remember, you've had an innate talent for how
things look & feel, yet you also have an excellent sense for the w
Luis,
Interesting. Has this been brought to anyone's attention that can make
the necessary changes? I would have thought, though I could be mistaken,
that each local UPA chapter had some control in how they publicize this,
call it, or create a URL for it. I can check with the founder/organizer
abo
Robert I would love to join the basecamp team.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=24685
*Come to IxDA Interaction08 | Savannah*
Februar
On Jan 23, 2008, at 9:22 AM, Jim Jeffers wrote:
> Jason Santa Maria posted an excellent rant on his blog about the lack
> of a solid design application for creating GUIs. Most of us jump
> through hoops to accomplish our designs in traditional art programs
> such as Photoshop or Illustrator. Do
> Robert I would love to join the basecamp team.
Actually, it looks like we're moving the project over to IxDA's Basecamp
account, so David or Liz will need to add you.
-r-
*Come to IxDA Interaction08 | Savannah*
February 8-10, 200
I'm a current user of Expression Blend and I think it is REALLY close
... about 60% of the way there. that missing 40% is painful. I have
had good contacts with that team and I think that if we give them to
3.5 or 4.0 they might get it right.
What I see wrong with their current direction is that t
I hear you Dave --
A while back we talked a bit about this - and I was using Expression for
some design/interaction prototyping - but you you are right - from a
designer's perspective it was still very very painful (caveat - I haven't
used it since September). The usability and flow was just not t
I have used the following categories to identify all of the elements in a
given
user interface ³snapshot². This is a static (not dynamic or interactive)
tool that
has served well, and I would love feedback.
Specifically, can you think of any possible
user interface elements that would not fit int
I feel like the answer to this should be pretty cut-and-dry, but I can't
help but second guess myself.
I'm working on a web app with a tabbed interface (what else is new).
Under each tab is a workflow that carries the user through a few screens
in order to reach a result.
Consider the following
Keep state.
Tabs, accordians should only begin again if. Explicitly cleared. Think
of the metaphor of a file cabinet that tabs are based on. IF you move
something around, does it change?
If you need to return to the beginning of a workflow there should be
something like a home button and a confirm
It may be somewhat context specific (i.e., what this is actually used
for), but in the general case you outlined I would retain statefulness.
Regards,
Al
Sent from my iPhone
On Jan 23, 2008, at 12:38 PM, "Connor, Adam" <[EMAIL PROTECTED]>
wrote:
> I feel like the answer to this should be p
It depends. ;)
This is an issue I constantly run into as web apps become more
complex. The same interaction patterns are being used for 2 different
purposes: (1) pure navigation or (2) as a card stack / tabbed dialog /
(whatever you want to call it).
In the end - it really depends on context
A more abstract question is this -
Why are essentially two independant wizard like form operations happening
inside of tabs to begin with? Is that the right metaphor to separate out
different categories, types of interactions, workflows
What does the tab metaphor mean in the context of the ap
Adobe is doing the same thing, but in the other direction with Flex/AIR
and Thermo. Because Adobe has a MUCH better undrestanding of
the designer, I would be prone to align with their efforts. That is, I
would
rather work with their products as they come up to speed on understanding
the developer
On Jan 23, 2008, at 3:38 PM, Connor, Adam wrote:
> Consider the following, I have two tabs Tab A and Tab B. Under Tab
> A is
> Process A and under Tab B is Process B. If a user begins Process A,
> and
> at any point clicks on Tab B (for any reason) when the user returns to
> Tab A, should th
Hmm, you guys have given me some things to think about. Perhaps "tabs"
is an inappropriate metaphor to use here due to what it implies. Maybe
simple navigation "buttons/links" would be better.
To add a bit more detail to the problem I am working on, and because I'm
a geek and fanboy I'll give
If the user has to progress through a flow to reach the result, then
letting them jump a step or two ahead seems confusing ... but I
don't know the full context. Is it critical the user completes the
interaction on each tab? There's always the simple "continue"
button, or "skip this step". Depends
The Thermo stuff is definitely interesting, but thinks like a graphic
designer, not like an interactive designer. Expression in their tutorials
anyway is thinking similarly.
Basic assumption that is false that both are making is that I'm going to
make a finalized high fidelity graphic UI as a flat
nice...
On Jan 23, 2008, at 7:56 PM, David Malouf wrote:
> but they are a developer (wolf) in sheep's
> clothing
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On Jan 23, 2008, at 4:56 PM, David Malouf wrote:
> What is the core element that most (sorry Andrei) IxD's work with?
> Wireframes
> What we want more than anything is a way to sketch, not to draw,
> interactions as easily as we can wireframe.
I'm not sure why you are apologizing to me. 8^)
On Jan 23, 2008 7:56 PM, David Malouf <[EMAIL PROTECTED]> wrote:
> The Thermo stuff is definitely interesting, but thinks like a graphic
> designer, not like an interactive designer. Expression in their tutorials
> anyway is thinking similarly.
i've always done my wireframes and prototypes with htm
On Jan 23, 2008, at 10:15 AM, Mark Schraad wrote:
> If your are introducing a new feature on a consumer web site, does
> it always need to be overtly called out? Particularly if it a catch
> up feature (your competition already has something similar). I am
> wondering if there is benefit in
On Jan 23, 2008, at 7:23 PM, Adam Connor wrote:
> So, getting back to my question, if after drilling down within
> "Comics"
> I click on "Artwork" so I can see something there and then go back to
> "Comics" should I still see my drilled down results.
Half an hour creating a working paper proto
HI Matt,
I would NEVER want to use Expression (except Web Designer) if I was doing a
web site.
This is for Silverlight and WPF solutions only. If you ain't doing one of
those, don't bother.
But that being said, one of my issues with the method below is that it
assume that standard HTML controls a
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