The phrase 'human error' is taken to mean 'operator error', but more often than not the disaster is inherent in the design or installation of the human interface. Bad interfaces are slow or error prone to use. Bad interfaces cost money and cost lives.
Dix, Alan. uiGarden (2005). Articles>Human Computer Interaction>Usability>User Centered Design
I Know What You Need to Know: Is that User Centered Documentation?
Quality management is forcing technical communicators to meet the challenge of writing user-centered documentation. Adequate preparatory work would be to categorize potential users according to experience, knowledge, tasks to be performed, and other use-relevant features. Users' requirements and requests should then be incorporated into the document's design.
Bock, Gabriele. TC-FORUM (1999). Articles>Documentation>User Centered Design
IBM User-Centered Design for the Documentation Designer 
The user-centered design of documentation is an aspect of product design that has often been under-emphasized. Difficulties inherent in documentation design include obtaining user, feedback to high-level design objectives; extracting user. feedback specific to a product’s documentation. rather than to the product as a whole; and managing the various resource constraints inherent in product development. IBM User-Centered Design offers a solution to these difficulties by employing a set of user feedback methodologies from which the documentation designer, a member of a multidisciplinary design team, extracts pertinent data to set design objectives and follow through to low-level designs.
Righi, Carol and Lynn VanDyke. STC Proceedings (1996). Articles>User Centered Design>Documentation>Technical Writing
Ideas on Cooperation Between Suppliers and Users Regarding Documentation
Documentation, operators’ manuals, maintenance instructions, etc, can never be perfect and satisfy all users. The organization of the documentation, particularly for large systems, will never suit all users and there will always be some errors present. This means the supplier and the user need to cooperate in various ways to avoid the fatal consequences of errors and misinterpretations, and for the improvement of documentation over time.
Rullgård, Åke. TC-FORUM (2001). Articles>Documentation>User Centered Design
Tom Kelly's latest book 'The 10 Faces of Innovation' internal personas are used to help illustrate traits critical in building an innovation culture.The Experience Archtect is included.
Armano, David. uiGarden (2007). Articles>Usability>User Centered Design>Personas
IDII: A Life Changing Experience
Almost two years ago, twenty students from all over the world came to Ivrea, a city that once was the epicenter of Olivetti and of the Italian Hi-tech. They came to study interaction design.
Kikin-Gil, Erez and Ruth Kikin-Gil. uiGarden (2005). Articles>Education>User Centered Design>Italy
User experience is a term that is widely used these days to refer to all sorts of interactions between people and technologies. But when it comes to videogames, experience is the only sensible word to use. Games are pure experience. And the range of experiences they offer is huge from what it is like to land a 747 at Heathrow Airport to slaying space dragons with a team of like-minded warriors. Thus, when it comes to really understanding user experience in games, it can be hard to say anything that would apply in general. However, one expression that does seem to crop up regularly, and that gamers relate to, is that games are immersive: when people are having a good experience, they get lost or immersed in the game and the world outside the game fades into the background. So what is this notion of immersion? What causes it? And is it the heart of what makes a good game? These are the questions that I have been trying to answer, together with my colleagues and students, over the last few years.
Cairns, Paul. uiGarden (2008). Articles>User Experience>User Centered Design>Games
Improving Document Quality Through Customer Visits 
In an effort to improve the quality of our documentation, our Information Development department personally visited over 80 of our customers in 10 different locations across the United States. Our goal was to find out what we needed to do to create documentation that would satisfy our customers' needs. We came up with a process for planning our visits, gathering the information from our customers, implementing their requirements, and increasing communication with them. From the visits, we not only made changes that immediately satisfied our customers, but we created an environment for them to work with us as a team.
Lass, Laura W. and Wendy L. Reed. STC Proceedings (1993). Articles>Documentation>Quality>User Centered Design
Improving Documentation Through Customer Feedback: A Case Study 
By soliciting and receiving customer feedback, writers learn how customers use existing documentation and what additional information customers may need. In May 2001, we began a formal process of gathering customer feedback for the IBM WebSphere Commerce Suite product. The first phase of this process involved two main initiatives: creating and promoting a documentation questionnaire for customers; creating and working with an internal test team that acted as customers. Feedback allowed us to determine which information strategies helped customers meet their business needs, and which areas we need to concentrate on in future releases.
Heximer, Erin and Lisa Wu. STC Proceedings (2002). Articles>Documentation>User Centered Design
Increasing User Acceptance Of Technical Information in Cross-Cultural Communication

A significant problem in technical communication is persuading the user that the information is accurate, valid, and useful. All too often, technical communicators treat users as members of their own culture. When authors do consider cultural issues, they often focus on matters such as vocabulary, visuals, and organization. Other strategies, however, can be useful in gaining acceptance of technical information in cross-cultural situations. For example, the communication theory of compliance-gaining offers suggestions for how the technical communicators can adapt the text to enhance user acceptance when communicating to members of their own culture as well as when communicating across cultures. Communicators can use promises, threats, demonstrate positive and negative outcomes, extend friendliness, etc., to develop the text. In this article, I will explain several compliance-gaining strategies authors can use, identify rhetorical strategies they can combine with compliance-gaining strategies, show how these strategies can be effective in a cross-cultural environment by comparing the strategies in two sample cultures, and analyze a brief sample.
Warren, Thomas L. Journal of Technical Writing and Communication (2004). Articles>Documentation>User Centered Design>International
Because user tasks form the foundation of modern 'task-based' documentation, tasks should be well-represented in the index. We need to create index headings for both the broad objectives of the user (e.g., balancing a cheque book), and the specific actions required by the application (e.g., opening a file).
Brown, Fred. Allegro Time! (2001). Articles>Indexing>User Centered Design
Information Architecture through Web Analytics
Is your website structured according to the needs of your users? Does it deliver on your website objectives? Use Web Analytics to redesign it.
Hurol Inan (2005). Articles>Web Design>User Centered Design>Log Analysis
Information Engineering for the 21st Century 
Bowie urges technical communicators to spend less time creating documentation and more time designing products that people can use intuitively.
Bowie, John S. Intercom (2003). Articles>Information Design>User Centered Design>Usability
Information Foraging: Why Google Makes People Leave Your Site Faster
The easier it is to find places with good information, the less time users will spend visiting any individual website. This is one of many conclusions that follow from analyzing how people optimize their behavior in online information systems.
Nielsen, Jakob. Alertbox (2006). Articles>Web Design>User Centered Design>Search
Information Layering: Providing Need-Based Information 
Information Layering is not new, but it has acquired a new dimension through modern technical and interactive possibilities. Even as of now, this technique can be used to make HTML-help considerably more user friendly.
Achtelig, Marc. indoition engineering (2005). Articles>Documentation>User Centered Design>Online
Information Search Experience: Emotions in Information Seeking 
Description of a model for representing user search experiences.
Kalbach, James. IAsummit (2004). Articles>User Centered Design>Search
Informed Design: Understanding Your Web Audience
Although there are lots of elements to consider when designing compelling Web experiences (writing style, look and feel, information organization--to name just a few), there is one 'knowable' element that can be used to appraise the rest: audience.
Wroblewski, Luke. uiGarden (2006). Articles>Web Design>User Centered Design
The Inmates are Running the Asylum
The classic rules of business management are rooted in the manufacturing traditions of the industrial age. Unfortunately, they have yet to address the new realities of the information age, in which products are no longer made from atoms but are mostly software, made only from the arrangements of bits.
Cooper, Alan. Cooper Interaction Design (2004). Articles>Information Design>User Centered Design
Creating a product that has a logical information structure is critical to the success of the product. A good structure helps users find information and accomplish their tasks with ease. Card sorting is one method that can help us understand how users think the information and navigation should be within a product.
Dick, David J. Usability Interface (2007). Articles>User Centered Design>Methods>Card Sorting
Inside Your Users' Minds: The Cultural Probe
Theoretically, usability testing is a great way of finding out what is wrong with the products and services we design. We sit the users down in the lab and ask them to perform certain tasks, to 'tell us what you think--give voice to your stream of consciousness.' And on the whole, it works. But...
Stalker-Firth, Ruth. List Apart, A (2007). Articles>User Centered Design>Cultural Theory
Internal Search: Seven Ways to Ensure Your Users Can Find Your Information 
User Vision's top seven tips on how to ensure your internal search is capable of meeting the needs of your users.
Rourke, Chris. User Vision (2008). Articles>Web Design>User Centered Design>Search
An Introduction to Personas and How to Create Them
There are many ways to identify the needs of users, such as usability testing, interviewing users, discussions with business stakeholders, and conducting surveys. However one technique that has grown in popularity and acceptance is the use of personas: the development of archetypal users to direct the vision and design of a web solution.
Calabria, Tina. uiGarden (2005). Articles>Usability>User Centered Design>Personas
Introduction to the User-Centred Design Process
User Centred Design (UCD) is an approach to design where the end user is placed at the heart of the design and development process. It could even be described as a ‘Design Philosophy’. Knowing who your users are, what they want and if your system is fulfilling their needs is central to UCD.
Murphy, Fiona. Frontend InfoCentre (2006). Articles>User Centered Design
An Introduction to User Journeys
User journeys are a method for conceptualising and structuring a website's content and functionality. These journeys allow us to shift away from thinking about structure in terms of hierarchies or a technical build; instead you create a narrative around your user's needs.
Hobbs, Jason. Boxes and Arrows (2005). Articles>Web Design>User Centered Design>User Experience
Involving Customers in Developing Usability Metrics 
Usability metrics are standards to measure a product against and are critical to finding out whether the product is successful in the areas that are important to its users. You can miss critical observations during a usability test if you do not use metrics to test the product. This is especially true if you are testing a product for the first time and do not know what the test will uncover. This paper describes how to find out what users want out of your product and develop usability metrics through focus group and contextual inquiry research.
Hammar, Molly. STC Proceedings (1998). Articles>User Centered Design>Usability
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