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	<title>Spool, Jared M</title>	<link>http://tc.eserver.org/authors/Spool,_Jared_M</link>
	<description>A bibliography of works by Spool, Jared M in the field of technical communication.</description>
	<language>en-us</language>
	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
	<managingEditor>tclib-editorial@eserver.org (TC Library Editorial Board)</managingEditor>
	<webMaster>webmaster@eserver.org (Geoffrey Sauer)</webMaster>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Spool, Jared M</title>
		<link>http://tc.eserver.org/dir/Spool,_Jared_M</link>
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	<item>
		<title>Moderating with Multiple Personalities: Three Roles for Facilitating Usability Tests</title>
		<link>http://tc.eserver.org/35317.html</link>
		<guid>http://tc.eserver.org/35317.html</guid>
		<description>Usability tests are a core design tool and, when done well, they deliver tremendous insights to the team. However, when a usability test is done poorly, it can be a disaster for everyone involved. An important key to their success is the work of a great moderator. </description>
	</item>
	<item>
		<title>Visual Design for the Non-Designer</title>
		<link>http://tc.eserver.org/35318.html</link>
		<guid>http://tc.eserver.org/35318.html</guid>
		<description>What can a non-designer do to harness the power of visual design without calling professional help? Quite a lot, says internationally-regarded visual designer Dan Rubin. We called Dan to talk about what design techniques are accessible to mere mortals.</description>
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		<title>Information Architecture Essentials</title>
		<link>http://tc.eserver.org/35319.html</link>
		<guid>http://tc.eserver.org/35319.html</guid>
		<description>What happens when, one day, you’re asked into the boss’s office and they drop “the web site” and “information architecture” into your lap? Regardless of your experience, where do you begin? Donna says your first question should be, “Why do we bother to have a web site in the first place?” “What’s its purpose?” She says if you don’t get this out of the way first, you’ll run up against it when you’re further along the trail and it won’t be easy to deal with.</description>
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		<title>The Web as a Conversation</title>
		<link>http://tc.eserver.org/35095.html</link>
		<guid>http://tc.eserver.org/35095.html</guid>
		<description>Writing toward personas can help produce a successful form of content creation. Of course the next step after writing is to test the content with your customers to see if it indeed answers their questions. But there’s an important next step, especially if you’re a larger organization. You must work cross-silos to make sure different departments are not having contradictory conversations with the same customers. You also have to ensure that all the information on your site is current. If one department updates data, they all must still agree!</description>
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		<title>Components, Patterns, and Frameworks! Oh My!</title>
		<link>http://tc.eserver.org/34562.html</link>
		<guid>http://tc.eserver.org/34562.html</guid>
		<description>In our research, we&apos;ve found that teams that build out a re-use strategy see tangible benefits: They are more likely to get a completed design sooner, with all the little nuances and details that make for a great experience. Their designs are more likely to meet users expectations by behaving consistently across the entire functionality. Plus, the teams iterate faster (always a good thing), giving them a chance to play with the design while it&apos;s still malleable.</description>
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		<title>Great Designs Should Be Experienced and Not Seen</title>
		<link>http://tc.eserver.org/34563.html</link>
		<guid>http://tc.eserver.org/34563.html</guid>
		<description>When things are going well in a design, we don&apos;t pay attention to them. We only pay attention to things that bother us. The same is true with online designs. We attend to things that aren&apos;t working far more than we attend to things that are. When the online experience frustrates us, we pay attention to its details, often because we&apos;re trying to figure out some way to outsmart it.</description>
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		<title>Hunkering: Putting Disorientation into the Design Process</title>
		<link>http://tc.eserver.org/34565.html</link>
		<guid>http://tc.eserver.org/34565.html</guid>
		<description>After talking to several dozen craftspeople about why they hunker, we think we have a pretty good idea what&apos;s happening here. As they&apos;re building their design, they have a solid picture in their mind of what they are creating. However, when they put the physical pieces into the basic form, things aren&apos;t quite right.&#xD;&#xD;In essence, it&apos;s disorienting. Once the craftsperson has disoriented themself, they go through a process of reconciliation. Either the work-in-progress needs correction or the design in their head needs adjustment.</description>
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	<item>
		<title>Harnessing the Power of Annotations -- An Interview with Dan Brown</title>
		<link>http://tc.eserver.org/34566.html</link>
		<guid>http://tc.eserver.org/34566.html</guid>
		<description>Annotations come in all shapes and sizes depending on the artifact and the intent of the document. People are probably most familiar with wireframe annotations, where the author calls out areas of the screen to describe functionality not immediately discernible from the picture alone.</description>
	</item>
	<item>
		<title>AJAX Aids Accessibility?</title>
		<link>http://tc.eserver.org/33853.html</link>
		<guid>http://tc.eserver.org/33853.html</guid>
		<description>Yes, if you do it right, using Ajax techniques can improve accessibility. Surprised? You shouldn’t be. Ajax is like most techniques and technologies on the web—they are what you make of them.</description>
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	<item>
		<title>Documenting Design with Dan Brown</title>
		<link>http://tc.eserver.org/33415.html</link>
		<guid>http://tc.eserver.org/33415.html</guid>
		<description>If you ask designers what the most frustrating parts about designing a project are, one of the top answers would be undoubtedly be “communicating and documenting the design process.” And with good reason… it’s not easy. That’s why I interviewed Dan Brown for this week’s SpoolCast. I don’t know of anyone who knows more about solid design communications than Dan.</description>
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		<title>As the Page Scrolls</title>
		<link>http://tc.eserver.org/33230.html</link>
		<guid>http://tc.eserver.org/33230.html</guid>
		<description>Users say they don’t like to scroll. As a result, many designers try to keep their web pages short. But one of the most significant findings of our research on web-site usability is that users are perfectly willing to scroll. However, they’ll only do it if the page gives them strong clues that scrolling will help them find what they’re looking for.</description>
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	<item>
		<title>Lifestyles of the Link-Rich Home Pages</title>
		<link>http://tc.eserver.org/33225.html</link>
		<guid>http://tc.eserver.org/33225.html</guid>
		<description>Contrast the Dove home page to the Dove site map. Using 5 times as many links, this page gives a real picture of the content of the site. Even with 148 links, it is well designed and organized nicely. It&apos;s easy for users to find what is available quickly.</description>
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		<title>Image Links vs. Text Links</title>
		<link>http://tc.eserver.org/33203.html</link>
		<guid>http://tc.eserver.org/33203.html</guid>
		<description>Years back, we compared successful clickstreams (clickstreams that resulted in users accomplishing their goals, as observed in tons of usability tests) with unsuccessful clickstreams (clickstreams where users abandoned their goals before completing), looking for any clues that would help us predict behaviors in one that we didn’t see in the other.&#xD;&#xD;One factor we looked for was whether the clickstreams contained image links versus text links — does one type of link show up more often in successful clickstreams than the other.&#xD;&#xD;Our finding was when users clicked in image links they were just as likely to succeed or fail as when the clicked on text links. There was no statistically-meaningful difference.</description>
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		<title>Five Things to Know About Users</title>
		<link>http://tc.eserver.org/33112.html</link>
		<guid>http://tc.eserver.org/33112.html</guid>
		<description>Over the years, we&apos;ve studied the usability of hundreds of product and web site designs. We&apos;ve seen designs that were incredibly effective for users and designs that fell tremendously short. One emerging pattern in our ongoing research is that design teams that know a lot about their users are more likely to produce user experiences that are usable, effective, and pleasing.</description>
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		<title>Intranet Portals and Scent are Made for Each Other</title>
		<link>http://tc.eserver.org/33066.html</link>
		<guid>http://tc.eserver.org/33066.html</guid>
		<description>How does the intranet designer ensure that employees can productively find the important content and functions, with minimum frustration, with a network growing that quickly? Many designers are turning to Portals -- a set of pages that act as a launch point for every dive into the intranet&apos;s ocean of content. We&apos;ve found that some designers confused portals with a site&apos;s home page, but they actually function differently. Home pages guide users to content within a specific site, but because the intranet is actually a collection of sites, (such as human resources, sales, or individual project information,) they each have their own home pages.</description>
	</item>
	<item>
		<title>The KJ-Technique: A Group Process for Establishing Priorities</title>
		<link>http://tc.eserver.org/32923.html</link>
		<guid>http://tc.eserver.org/32923.html</guid>
		<description>In design, our resources are limited. Priorities become a necessity. We need to ensure we are working on the most important parts of the problem. How do we assess what is most important?</description>
	</item>
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		<title>Designing Embraceable Change</title>
		<link>http://tc.eserver.org/30801.html</link>
		<guid>http://tc.eserver.org/30801.html</guid>
		<description>It&apos;s not that people resist change whole-scale. They just hate losing control and feeling stupid. When we make critical changes, we risk putting our users in that position. We must take care to ensure that we&apos;ve considered the process of change as much as we&apos;ve considered the technology changes themselves. Only then will we end up with changes that our users embrace.</description>
	</item>
	<item>
		<title>Crappy Personas vs. Robust Personas</title>
		<link>http://tc.eserver.org/30297.html</link>
		<guid>http://tc.eserver.org/30297.html</guid>
		<description>If you&apos;re just going to guess on the personas, why bother? Just design for yourself, like the 37Signals team does. However, when you do the field studies, you create relationships with the people in your research. You can return to those people and ask them questions. You can learn about the things they do. </description>
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		<title>Galleries: The Hardest Working Page on Your Site</title>
		<link>http://tc.eserver.org/29814.html</link>
		<guid>http://tc.eserver.org/29814.html</guid>
		<description>Galleries -- the list of links to content -- are your site&apos;s hardest working pages. They are the final page that separates those users who find the content they are seeking from the users who won&apos;t. A well-designed gallery page will drive users to success every time. A poorly-designed site will only serve to drive users away.</description>
	</item>
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		<title>Innovation is the New Black</title>
		<link>http://tc.eserver.org/29815.html</link>
		<guid>http://tc.eserver.org/29815.html</guid>
		<description>Apple and Netflix gained insight by investing in understanding the current experience of their potential customers. Those insights led to industry-changing innovations that have made an indelible impression on businesses everywhere. As innovation is now the new black, experience design is the fabric of new insight. The work designers do is now the hot spot to be.</description>
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		<title>Making Personas Work for Your Web Site: An Interview with Steve Mulder</title>
		<link>http://tc.eserver.org/29811.html</link>
		<guid>http://tc.eserver.org/29811.html</guid>
		<description>It&apos;s important for the people responsible for creating the personas to have active listening skills, empathy, and clear communication skills. Ultimately, what design teams need to do is aggregate all of the qualitative or quantitative data into a clearly communicated story. This means that writing and communication skills are also critical. From the point of view of a more tactical skillset, the design team will get better results if they have experience conducting interviews and writing surveys.</description>
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		<title>The Quiet Death of the Major Re-Launch</title>
		<link>http://tc.eserver.org/29817.html</link>
		<guid>http://tc.eserver.org/29817.html</guid>
		<description>Companies would often hire new outside firms to create and execute these new designs, abandoning the firm that made the previous design. The new firms would try to top the existing design with something dramatically different and attention-grabbing. After all, if you can&apos;t notice any change, why did it cost so much?</description>
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		<title>Thinking in the Right Terms: 7 Components for a Successful Web Site Redesign</title>
		<link>http://tc.eserver.org/29812.html</link>
		<guid>http://tc.eserver.org/29812.html</guid>
		<description>Teams who focus on the long term are far more likely to create designs that really pay off for the organization. Short-term thinking gets the design done, but the team ends up doing it all over again months down the road. Long-term thinking deals with the inevitability of changes and turns the site into a living, breathing entity that grows with the organization&apos;s needs.</description>
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		<title>Surviving Our Success: Three Radical Recommendations</title>
		<link>http://tc.eserver.org/29451.html</link>
		<guid>http://tc.eserver.org/29451.html</guid>
		<description>The world of usability practitioners is undergoing massive changes. I know because I read it in the New York Times.</description>
	</item>
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		<title>Evolution Trumps Usability Guidelines</title>
		<link>http://tc.eserver.org/28095.html</link>
		<guid>http://tc.eserver.org/28095.html</guid>
		<description>&apos;Use a Search Box instead of a link to a Search page.&apos; This is one guideline from the plethora of recently created usability guidelines to help designers produce more usable web sites. It makes sense. After all, there are more than 42 million web sites on the Internet. It should be simple to study these sites and put together a list of &apos;do&apos;s&apos; and &apos;don&apos;ts&apos; that, when followed, will produce easy-to-use sites. But...</description>
	</item>
	<item>
		<title>Do Links Need Underlines?</title>
		<link>http://tc.eserver.org/27969.html</link>
		<guid>http://tc.eserver.org/27969.html</guid>
		<description>During our recent Virtual Seminar on home page design, several people asked about whether it makes a difference if links are underlined or not. It&apos;s a good question and one we get frequently.</description>
	</item>
	<item>
		<title>Global Site Navigation: Not Worthwhile?</title>
		<link>http://tc.eserver.org/26450.html</link>
		<guid>http://tc.eserver.org/26450.html</guid>
		<description>Having global navigation isn&apos;t a bad thing. It&apos;s just not something that should garner a lot of resources, as it&apos;s unlikely to be important in the user experience. You&apos;re probably better off putting your resources elsewhere (such as increasing scent for the most important content on your site).</description>
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		<title>What Causes Customers to Buy on Impulse?</title>
		<link>http://tc.eserver.org/23982.html</link>
		<guid>http://tc.eserver.org/23982.html</guid>
		<description>This paper studies the design elements within e-commerce sites that motivate impulse purchases online.</description>
	</item>
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		<title>Market Maturity</title>
		<link>http://tc.eserver.org/23297.html</link>
		<guid>http://tc.eserver.org/23297.html</guid>
		<description>Users&apos; expectations of a product depend on the maturity of its market. Markets for software products go through some predictable stages, each with a different emphasis. By identifying what stage your product is in now, you can anticipate   some of the pitfalls that lie ahead. </description>
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		<title>The CAA: A Wicked Good Design Technique</title>
		<link>http://tc.eserver.org/20676.html</link>
		<guid>http://tc.eserver.org/20676.html</guid>
		<description>Discusses Category Agreement Analysis, a card-sorting technique to help create usable information architectures.</description>
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		<title>Design Patterns: An Evolutionary Step to Managing Complex Sites</title>
		<link>http://tc.eserver.org/19749.html</link>
		<guid>http://tc.eserver.org/19749.html</guid>
		<description>When your organization&apos;s web site or intranet has hundreds of contributors, how do you ensure that every page is high quality and extremely usable? Especially, if these contributors have never designed a web page before?&#xD;&#xD;This is a problem that many of our clients are facing and they&apos;ve tried a myriad of solutions, such as centralized approval processes, standardized templates, and style guides, all without success. However, the one solution that really excites us is now gaining a lot of attention -- design patterns.</description>
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		<title>Field Studies: The Best Tool to Discover User Needs</title>
		<link>http://tc.eserver.org/19748.html</link>
		<guid>http://tc.eserver.org/19748.html</guid>
		<description>The most valuable asset of a successful design team is the information they have about their users. When teams have the right information, the job of designing a powerful, intuitive, easy-to-use interface becomes tremendously easier. When they don&apos;t, every little design decision becomes a struggle.&#xD;&#xD;While techniques, such as focus groups, usability tests, and surveys, can lead to valuable insights, the most powerful tool in the toolbox is the &apos;field study&apos;. Field studies get the team immersed in the environment of their users and allow them to observe critical details for which there is no other way of discovering.</description>
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		<title>Getting Confidence from Lincoln</title>
		<link>http://tc.eserver.org/19751.html</link>
		<guid>http://tc.eserver.org/19751.html</guid>
		<description>A few years back, we conducted one of the most painful usability studies in the history of our research. We learned some really important things, but I&apos;m not sure the users in that study will ever forgive us. Before that particular study, we&apos;d noticed, when searching large web sites for information, there were some sites where users always seemed to know where to find the content. No matter what content they were seeking, every user somehow knew to make a bee-line for it. Not every site worked this way and we wanted to know what made these particular sites work so well.</description>
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		<title>The Art of Being Human</title>
		<link>http://tc.eserver.org/14191.html</link>
		<guid>http://tc.eserver.org/14191.html</guid>
		<description>Site visitors crave the sense that someone is there, within and behind your Web pages, your emails and newsletters. &#xD;&#xD;Dealing with the bare technology of online interactions is a cold experience for many, or even most of us. It makes us feel anxious. Technology isn&apos;t warm. It has no heart. It neither understands us, nor cares for us.&#xD;&#xD;For many Web sites, whether for businesses or organizations, we simply plug in and play the bare technology - the super-duper means of information delivery. All the site visitor sees and feels is the design, the interface, the links and the clicks. The experience is about as warm and human as banking with an ATM machine.</description>
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		<title>Evolution Trumps Usability Guidelines</title>
		<link>http://tc.eserver.org/14193.html</link>
		<guid>http://tc.eserver.org/14193.html</guid>
		<description>&apos;Use a Search Box instead of a link to a Search page.&apos;&#xD;&#xD;This is one guideline from the plethora of recently created usability guidelines to help designers produce more usable web sites. It makes sense. After all, there are more than 42 million web sites on the Internet. It should be simple to study these sites and put together a list of &apos;do&apos;s&apos; and &apos;don&apos;ts&apos; that, when followed, will produce easy-to-use sites.&#xD;&#xD;Designing a web site, either usable or unusable, is hard work. There are many details that designers need to take into account, such as browser differences, content management, information architecture, and graphic design. Providing proven guidelines to developers can reduce their already overburdened workload, making one aspect of design that much simpler.&#xD;&#xD;However, we are assuming the guidelines actually result in more usable sites. This is where things start to get murky.</description>
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		<title>The Search For Seducible Moments</title>
		<link>http://tc.eserver.org/14192.html</link>
		<guid>http://tc.eserver.org/14192.html</guid>
		<description>If you offer something that is unique to your organization, (and chances are that you do - that&apos;s why you&apos;re in business) then how do you make the users aware of these benefits? Jared Spool discusses how to identify these &apos;seducible moments&apos;. </description>
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		<title>The Church of Usability</title>
		<link>http://tc.eserver.org/13740.html</link>
		<guid>http://tc.eserver.org/13740.html</guid>
		<description>Jared Spool goes out of his way to position himself as anything but a user-interface designer. Yet through his company, User Interface Engineering (UIE), he is a frequent keynote speaker on effective Web design, produces a monthly publication reviewing Web sites for effectiveness, and runs a series of workshops of effective Web design. Founded in 1988, UIE is an independent research, training, and consulting firm specializing in user-interface design and product usability issues. It has grown into one of the United States&apos; leading usability research practices, conducting more than 400 usability tests each year on software and Web sites.</description>
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		<title>The Usability of Usability: An Interview with Jared Spool, Founding Principal of User Interface Engineering</title>
		<link>http://tc.eserver.org/13739.html</link>
		<guid>http://tc.eserver.org/13739.html</guid>
		<description>For example, it is often stated as if it was almost a law of nature that the faster pages download, the more usable the site was.  But when we actually compared the usability of sites to their download times, we didn&apos;t see any correlations.  None, zero, zip.  If this &apos;fact&apos; was true, we should&apos;ve seen something. To go farther, we found that when we asked users to rate the speed of a site, that didn&apos;t correlate to the actual download time either.  Instead, the perceived speed of the site correlated strongly to whether they completed their tasks!  This tells us that, when users are complaining about download time, they probably aren&apos;t actually talking about the download time, but about their ability to complete tasks.</description>
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		<title>An Eye on User Data: An Interview with Jared Spool, Founding Principal of User Interface Engineering</title>
		<link>http://tc.eserver.org/13738.html</link>
		<guid>http://tc.eserver.org/13738.html</guid>
		<description>Our most striking finding is how bad web sites are in general. We have yet to find a site where, if you choose questions at random based on information the developers have placed on the site, users can find the answers more than 50% of the time. (The best we&apos;ve found is 42% of the time.)</description>
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		<title>The Top 3 Priorities of the Talking Horse</title>
		<link>http://tc.eserver.org/10568.html</link>
		<guid>http://tc.eserver.org/10568.html</guid>
		<description>Anytime somebody does something new with technology, something  nobody else has ever done before, that technology goes through a  talking horse stage. It&apos;s extremely common and, more importantly,  it&apos;s critical for the design team to recognize that they are in this  stage.</description>
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