1. Auto-sliding after the user has already taken control
2. Displaying new items in a row one at a time
3. Showing item progress in a confusing way
4. Infinite sliding
5. Tiny click targets
1. Auto-sliding after the user has already taken control
2. Displaying new items in a row one at a time
3. Showing item progress in a confusing way
4. Infinite sliding
5. Tiny click targets
Human Factors International published a post outlining some important usability principles folks should practice when building an app, a website or a product. Here are ZURB's tips and examples around these principles.
1. Motivate
The goal of your site or app is to meet specific user needs and marry them with your business goals. Using motivators helps draw different types of users into specific parts of your site. Understanding the triggers that prompt people to take an action is the key step before you can add these motivators to your site or app.
2. Page Flow Must Match User Workflow
HFI uses out some good questions to define this one: Who are your users? What are their tasks and online environment? The page flow of your site must match the user workflow.
3. Nail the Navigation and Search
The ability to find something a user is looking for is 80% of usability. You've got to nail the navigation structure and search. As HFI points out: if they can't find it in 3 clicks, they're gone.
4. Obvious Calls To Action
Make your controls understandable. Think through where you want people to click and when. Avoid confusion between emblems, banners, and buttons.
5. Identify & Optimize for Target Browsers and User Hardware
Not only does Google punish you for slow load times but your website visitors tend to leave your site if they are "on hold" for a long time.
Bonus: Usability test along the way
Test early in design using low-fidelity prototypes. Don't wait until the end, when it's too late.
... the best answer I found was this: Restaurant sites are the product of restaurant culture. These nightmarish websites were spawned by restaurateurs who mistakenly believe they can control the online world the same way they lord over a restaurant.
Interesting analysis of unusable restaurant websites. There is some hope given in the final paragraphs - that the need to get websites to work on potential patrons mobile phones may be a force motivating more usable sites in future.
gave us the title of this book was the centre of the project. Most of our discussions were visualised on the wall and its location at the entrance to the studio ensured everyone could see what was going on and contribute.The things I like about walls and UX activities include:
There's some great stuff to be found over on webnographers.org for anyone interested in virtual ethnography. Here's their blurb...
Cyberanthropology is but a fetal field, far from defined. This website was developed in the interest of providing a central hub for those interested in ethnography of the internet. Created by and for webnographers, its success in contingent on your participation.
Ethnography is not constrained solely to anthropologists, and indeed the barriers that divide the various social sciences are at once arbitrary and collapsible. Any individual interested in the complex social, cultural, and psychological facets of humans relating with and through the internet is encouraged to join in this nascent community. Webnographers unite!
This is a very interesting area of research, and an area in which our team is expanding with each and every project.
(forwarded by Pat)
Over on the FatDUX blog, Eric Reiss shares his top 10 list for management:
[...] the web has become more important than ever as a means of communicating with customers/clients/membership. But I have yet to meet a CEO who likes website development. It makes business leaders uncomfortable. The web experts speak in a cryptic language – CMS, KM, XML, CSS. The site seems to take forever to build, costs more than expected, and invariably provides less value than the organization had hoped.
No one likes signing a big check without some idea as to what they’re getting. So if you’re a business leader, here are a few basic, non-technical tips that will significantly increase your chances for online success. And they let you do what you do best – lead.
There are some good points in there, and the central point of reminding business leaders to not get caught up in the detail, but rather to be leaders is excellent. These tips were obviously learned and refined over many, many client engagements!
(forwarded by Pat)
Over on Gizmodo, John Herrman discusses Ridiculous User Interfaces In Film, and the Man Who Designs Them...
Designing a fake dashboard for an imagined supercomputer or a hovering control panel for a worldwide surveillance system is a different process than creating a genuinely usable UI. Your goal is to imply things: that a machine is powerful; that a villain is formidable; that the software is intuitive, but that the breadth of its powers borders on unknowable. At no point does real-world usability factor in, and nor should it—this is pure fantasy, for an audience raised on Start Buttons, desktop icons and tree menus
He forgets to mention the "Unix system" from Jurassic Park, possibly the most ridiculous of all of these movie UIs :)
(forwarded by Angus)
Adam Greenfield talks about looking beyond the obvious sources of insight and inspiration, including those who have come before us...
Let’s face it: brighter and more sensitive people than us have been thinking about issues like public versus private realms, or which elements of a system are hard to reconfigure and which more open to user specification, for many hundreds of years. Medieval Islamic urbanism, for example, had some notions about how to demarcate transitional spaces between public and fully private that might still usefully inform the design of digital applications and services. By contrast, the level of sophistication with which those of us engaged in such design generally handle these issues is risible (and here I’m pointing a finger at just about the entire UX “community” and the technology industry that supports it).
Even if you don’t like Adam’s writing style, this is a thought provoking piece. Especially interesting was the introductory quote from the book Responsive Environments: A Manual for Designers which outlines how design can actually make people do things – as suggested by Jon Kolko and argued against in the recent Sydney UX book club.
(forwarded by Angus)
Delphine Hirasuna writes about the typically unique way in which Disney went about things, in this case the humble org chart...
The Disney org chart, on the other hand, is based on process, from the story idea through direction to the final release of the film. All of the staff positions are in the service of supporting this work flow. Perhaps the question now is what should the org chart of the future look like, given the global workforce, telecommuting personnel, virtual employees, outsourced jobs and contract workers who sometimes outnumber salaried staff? In an idea-based, rather than a manufacturing-based, economy, how should a business organize itself?
(forwarded by Angus)
On A List Apart, Erin Scime examines the role of curator in digital media...
When a site launches, your audience arrives to learn more about what you know most about. It’s critical to create a content experience with purpose, that is consistent and contextual. This helps to assert your brand’s authority, establishes relationships with your audience, and secures a return visit based on your content’s value. The content strategist-as-curator is the one who makes this happen. How?
(forwarded by Angus)
Jess Enders shares the results of her research on how to best format phone numbers...
The research findings: one long string is the clear winner. Like the mobile phone numbers, one long string of digits—including area code—was the most common method of data entry: out of 640 landline phone numbers provided by interested research participants, 39% were entered as one long string of 10 digits (i.e. no spaces and no chunking).
(forwarded by Angus)
Janko Roettgers reveals some interesting video-related user behaviour...
More than 81 percent of all online video viewers click away if they encounter a clip rebuffering, according to a new study by Tubemogul. The Emeryville-based video distribution and analytics startup took a close look at 192 million video streams over the course of 14 days to figure out how much rebuffers matter. The result: 6.81 percent of all streams rebuffer at some point, and around 2.5 percent rebuffer twice.
(forwarded by Angus)
David Farkas sets out a framework in which UCD and Agile can work together:
Diagrams are pretty, Gantt charts set expectations, but reality is far from perfect. At the end of the day, a project manager must own the project and there must be some sense of reporting. Depending on the project manager’s background and personal goals there will tend to be a focus towards the needs of UCD or Agile… Finally, friction exists from misaligned expectations from UCD practitioners forcing their methods too late in the game or agile practitioners trying to wean out hard requirements before purpose is fully understood.
(forwarded by Sophie)
(or, an alternate headline offered by one commenter, "HuffPo Sells Remaining Fraction of Soul for Ongoing Revenue Stream"?)
In Advertising Age, Nat Ives reports...
The Huffington Post has started offering marketers the ability to inject their own paid comments among reader comments and place paid Tweets among the live Twitter feeds the site assembles around news subjects and events.
Marketers haven't bought in yet, but they seem likely to be intrigued. The biggest question is whether marketers and the Huffington Post can execute the program without marring visitors' experience reading and interacting with the site.
(forwarded by Sophie)
And, on the subject of journalists tweeting, Mumbrella asks whether journalists should have their Twitter profiles taken from them if they change jobs:
There’s an argument both ways. You could view it in the same way as when a reporter changes newspaper, they’ll take their contacts book with them. I’ve now got business cards and contacts books stretching back 20 years. I’m not sure what use the private phone number for Farnborough ambulance station in the UK would be for me now, but I’ve still got it somewhere.
(forwarded by Sophie)
Don Norman stirs things up with...
I've come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.
(forwarded by Angus)
Todd Warfel replies to Don Norman's post...
Technology didn’t drive these innovations, it was merely the road. The driver was an opportunity for invention and design research was right behind the wheel.
When both sides of a debate are highly respected experts, it makes for an interesting read!
(forwarded by Angus)
Jacob Nielsen reports ...
The human brain is not optimized for the abstract thinking and data memorization that websites often demand. Many usability guidelines are dictated by cognitive limitations
(forwarded by Angus)
Craig Tomlin shares his list...
In the past few years, there has been massive growth in new and exciting cheap or free web site usability testing tools, so here’s my list of 24 tools you may need to use from time to time.
(forwarded by Angus)
In the finest tradition of Spinal Tap comes this mock-metal song Make the logo bigger, sure to raise smile on the face of anyone who's had to deal with clients who want their logo...just that little bit bigger. (Warning: make sure you turn down your volume before playing the song)
(forwarded by Angus)
Over on Econsultancy, Graham Charlton reviews the latest newspaper website mobile app...
The Independent iPhone app is a departure from some other newspaper apps, as it is designed to allows readers to download all the articles while they have a decent 3G or wi-fi connection, and saves them for reading while offline.
An interesting approach.
(forwarded by Sophie)
Ian Delaney laments the direction in which social media may be taking us...
Some of my early hopes for social media, that it represented, like Kevin Kelly reckons, some kind of renaissance for socialism in the western world, are starting to run dry.
Do we blindly accept "social media networks as empowering, democratic and all about spreading fresh ideas"? Delaney says "The reverse may be the case: any given information about ourselves donates some portion of control to another party". It's the "dark side of social networking" he says. An interesting philosophical read to break up the mountain of practical posts, articles and reports we read day in and day out.(forwarded by Chris)
Lastly, on his personal blog, our own Patrick Kennedy summarises a whole bunch of useful user research methods...
In this article I give a quick overview of the methods I commonly use, broken down in to main categories:
- Direct user contact—where the researcher does very much interact with users, or members of the audience as I prefer to call them
- Indirect user contact—where the researcher does not actually interact with members of the audience
Normal 0 false false false MicrosoftInternetExplorer4 New book: Digital Experience Design: Ideas, Industries, Interaction
Way over a year ago I was lucky enough to be invited to participate in a project initiated by my friend and former colleague Dr Linda Leung from the Institute for Interactive Multimedia, University of Technology, Sydney. Linda is the a Senior Lecturer, course coordinator and one of the founders of the Masters of Interactive Multimedia offered by the Institute and I used to teach with her in the subject Digital Information and Interaction Design. The subject
encourages students to critically engage with interdisciplinary approaches to information and interaction design
and to apply their own interpretation of these theories
to real-world design project in which students work with a client, with advice and input from industry professionals.
Typically the real world project was developed for iTV and that in itself required students to translate the principles of web design and information architecture to the development of interactive television (iTV) interfaces.
I was one of those industry professionals involved with teaching the subject (during the time I was also working at Information Architect for the Institute). One of the challenges Linda identified when teaching aspiring experience designers is (in her own words)…
the awkward rise of a discourse and discipline finding its feet and which still needs to grow with the support from its older cousins. Indeed, the necessity of turning to other design disciplines is acknowledged by Shedroff (2001:2 in Leung, 2008): simultaneously having no history (since it is a discipline only recently defined), and the longest history (since it is the culmination of many ancient disciplines), Experience Design has become newly recognised and named.'
So that is where I came in. I was one of ten industry professionals working in digital media who came from backgrounds diverse as education, feminism, fashion design, architecture, cultural theory, film-making who had moved into experience design. Linda recognised that these backgrounds had significant impact on the approach we as experience designers had towards the work we now did and provide a framework for understanding our discipline in a multidisciplinary way and so she set out to write a co-written book with the nine of us.
My own background is in fine art and although I don’t often make the connection consciously, my early training in fine art (I now recognise) has helped me along the way in understanding users particularly in relation to how they interact with the visual and aesthetic properties of digital media. It’s also helped me understand and work with visual designers. My contribution to the book can be found in chapter ten entitled Art and Articulation: The Finer Points of engaging the User in Abstract Concepts and Lateral Thinking. To give you a taste…
Fine art challenges its audience to engage with abstract concepts that may not be easily articulated and require introspective reflection. The art gallery offers a rich metaphor for conceptualising digital experiences: just as the gallery is the space where the spectator engages with works of art, digital worlds represent the interface between users and content. Furthermore, the art world creates experiences that enable uses to tackle challenging content, and elevates content to the level of the sacred. This can be applied in digital design to contexts where ideas take primacy. However, conceptualising an online environment as a gallery and its content as “art’ can mean contravening web usability principles which assume task-orientated, utilitarian and time-constrained online interactions.
This chapter examines the ways in which art is presented, and the design of experiences of art. The instruments which ‘frame’ an artwork and scaffold the experience for the spectator are discussed in relation to how such techniques can be translated for digital contexts.
I’m excited to announce that tonight Digital Experience Design: Ideas, Industries, Interaction (Edited by Linda Leung) is being launched by Dr Elaine Lally, Senior Research Fellow and Assistant Director Centre for Cultural Research, University of Western Sydney and is available from Intellect Books and Amazon.
It’s been an amazingly insightful experience for me to work with Linda and gain some knowledge into what it takes to turn an idea into a book. I have utmost respect for her determination and academic resilience to the writing, editing and review process and thank her immensely for the opportunity it has given me. It’s exciting also that the book will be utilised as the set text for two subjects: Digital Information and Interaction design and Digital Sound and the Moving Image in the Graduate programs for Interactive Multimedia at UTS. I’m dying to read all the chapters as collection and ponder the mulit-disciplinary realm of our practice myself. If you are reading this an happen to go on to the read the book I’d love to know what you think, maybe post a comment here on our blog. In the meantime I’ll leave you with Linda’s summary from the back of the jacket.Digital Experience Design chronicles the diverse histories and perspectives of people working in the dot.com world, with contributors from a wide range of different backgrounds offering autobiographical accounts of their careers in the digital experience design and interactive media industry. This is a book of ideas about digital experience design expressed through the voices of practitioners and seen through the lenses of the disciplines in which they originally trained. From the perspective of older disciplines such as education, fine art, and cinema, this volume investigates how dot.com practitioners balance the 'science' of usability with the 'art' of experience design and the more abstract, emotional and atmospheric elements of users’ digital interactions. Digital Experience Design seeks to borrow from alternative fields that have richer traditions and longer histories in experience design to assist current online designers and practitioners. Covering a range of forms of digital experience design, be it computer games, DVDs, touchscreen kiosks or mobile phones , this edited volume is a valuable resource for industry practitioners and students and teachers of interactive media.